You can always take your sculptris model, save it as high and reduce it considerably, than you can bring the lowered version in blender to do retopo, then you can transfer details using XNormals. Thats sort of the old school way of doing things back when ZBrush wasn't what it is today. I did use those techniques quite a lot myself both with ZBrush and sculptris. And also back when I was using Maya.
I understand your point, but there is always a work around. High density mesh isn't always the way to go. For quick sculpts it definitely is, but if you'd let say want to animate that model, well, best to retopo and transfer details with either normal maps or displacement maps.
Yes, I know how making a low poly works, and I also know I 'need' that for game creation, but atm its rough going. I can't use sculptirs anymore because model is so large that sculptirs is now lagging considerably. Usable, but a horrible experience, plus, the underside of my mesh is full of caves,
and I used to be able to make that visible with H and RMB but that no longer works, which is prob. the main reason I can't use sculptris anymore, but yes when I get a 'acceptable' low res meaning the areas that are very game quest specific and important, can be saved from the reduction process,
then yes I can make progress with xnormal , absolutely.
The mesh is just huge is all, its not your typical game mesh, but its a must because of the storyline, but Im working hard on bring down tri count. It was 1.16 mil tri, now its down to 770k , yikes still far too much, but Ill keep working on it, I know I can get it down a lot more, it just takes a lot of time,
to do so, given it must be done manually; using 'reduce brush' in sculptirs takes away polygons in areas that must not be touiched, so that's the main problem here
As noted, the main problem is that I can't get the underside of mesh, where huge cave system is to show up , that used to work great but no longer and its a real showstopper, so I had to go to using meshmixer.