Hi @FattyBull
Yes!
The missing step you’re looking for here is mesh projection. It is more efficient to project the form and detail from two mostly similar meshes than it is to try and force a significantly differing mesh to conform to a dissimilar mesh. It depends on what you want to achieve, but when concerned for form and detail retopologizing is often only part of the process.
ZRemesher is primarily used for creating a new, lower poly base mesh with clean quad topology, often with the goal of further subdivision. If your goals are simply to reduce point count while preserving detail for the purpose of mesh export, there may be better options.
With ZRemesher, make sure you’re setting a high enough target polycount to allow the feature to capture the form. It is inevitable that detail will be lost when reducing the number of points on a mesh surface. Note that hard surface geometry has additional concerns and associated skillset.
Once you have a new base mesh that is accurate enough to capture the general form of the mesh, subdvide it sufficiently to capture the desired level of detail, and project the form and detail from the original mesh onto it.
https://help.maxon.net/zbr/en-us/#html/user-guide/3d-modeling/topology/zremesher/transferring-detail/transferring-detail.html?Highlight=Transferring%20detail
There are various methods for doing this, and “Project Undo History” is now recommended in most situations.
Because multi resolution meshes do not work with the form-shaping tools like Sculptris Pro that only work at a single level of resolution, this is generally a process you would undertake when the form of your mesh is mostly stable and you are ready to pose the mesh or begin sculpting fine surface detail. You can always repeat the process if need be, but it wont be as fast as something like Dynamesh which is intended for the rapid shaping of form, not fine detail.
If you merely wish to re-surface the mesh for the purpose of further sculpting but Dynamesh is collapsing too much detail, you may want to try Geometry> Tessimate instead. It lets you preview interactively, is more respectful of the surface countour than Dynamesh, and it lets you locally control the level of detail from area to area with the aid of masking. However, while ideally suited for developing form with a Sculptris Pro process, it does not produce the clean quads of ZRemesher which is generally preferred for sculpting fine detail or texture creation.
