ZBrushCentral

Noobie Help with ZRemesher

topology I have a noobie question about using ZRemesher to reduce the polygon count of a mesh. I’ve made a model of a boot (1.4 million active points) and when I ZRemesh it, the holes where the bootlaces will go distort pretty badly.

Things I’ve tried:

• I tried using the guide curves to instruct ZRemesher to make circular edgeloops around them, but that had no effect.

• I tried adding creasing around the hole edges (but I’m not sure any actual creases were added when I hit the Crease button.)

• I tried using PolygroupIt to automatically make new polygroups around the holes (but for some reason it did not generate any new polygroups.)

I’m trying to reduce the polygon count to a game-friendly level so I can bring it into Subsance Painter, then ultimately into both Character Creator and Unreal Engine.

Any advice on how to get better topology than the mess you see in my screen shots?

Thanks in advance for your help.
before_ZRemesh after_zremesh