Hello @jvanaken ,
It’s possible I may not be understanding all of your concerns here, but there are any number of ways to stamp or press fine detail into a mesh in ZBrush. However, your strategy may change depending on your output needs. A piece being exported for print will have different needs than a piece exported for digital render.
The basic principle here is that you need enough resolution in your mesh to capture the fine detail, and the quality of your topology will also affect the results you get. You may be able to get clean results with fewer polygons if your topology is sufficiently optimized. The optimal topology for getting good clean sculpting and painting results in ZBrush is evenly distributed quads, as close to square shaped as possible. This detail can be stamped into meshes in many ways, including:
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Alphas. The DragRect stroke type may also be useful in drawing out logos and patterns.
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Spotlight
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Stencil
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Projection Master
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UV based textural solutions.
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Noisemaker
While some features in ZBrush are intended for the shaping of form and work only on a mesh with a single level of subdivision, this limits the mesh’s capacity for surface detail. For fine detail sculpting, at a certain point you will want to transition to a multi-resolution mesh with a clean base level topology, and as many subdivision levels as are necessary to capture the detail.
If you plan on exporting this detail for digital render, you will need the mesh in this form to create and export displacement maps for the display of that detail on low poly meshes for rendering in programs that can’t easily work with millions of polygons. ZRemesher can be useful for quickly drawing adequate base level topology for good sculpting results in ZBrush, and detail projection can be used to transfer the detail from a previous high resolution for of the mesh to the new multi-res mesh.
If exporting for print, concerns about topology may be fewer, and you may simply want to Decimate the high resolution mesh for import into a slicer.
Good luck!