![]() The reason I prefer this is because well-defined Polygroups are very useful at every stage of ZBrush work, and survive scenarios that creases won’t. Those groups can then all be creased at once after ZRemeshing with the Geometry> Crease> CreasePG option. With the “Keep Groups” option enabled, ZRemesher will attempt to retain all those Polygroups, and draw the geometry accurately along the edges of those groups. My preferred option: create well-defined Polygroups for your mesh in which every line you want to be creased is separated on each side by a well drawn Polygroup.ZRemesher will attempt to draw edges along those creases in the process, providing accurate edges that can be re-creased in the resulting mesh and then subdivided. Pre-crease your edges, and enable the “Keep Creases” option.For more complicated shapes and mixtures of soft curves, or if your edges are not well defined–for instance as the result of a high poly sculpt where the user has been sculpting in imperfect edges by hand, ZRemesher will need more help.If the mesh is particularly low poly, it can sometimes give ZRemesher more information to work with if you subdivide the mesh first. For simple, clean shapes with very cleanly defined edges, for instance mostly planar geometric forms, ZRemesher can probably do a pretty good job only with the “Detect Edges” setting enabled.This is however a skillset in itself, and not one I can cover in a single forum post. But ZRemesher can do a pretty good job if you give it some help. In some cases, manual retopology will always be required. There is no one-button automatic retopology solution that can look at a complicated mesh shape like that, and draw the edges as accurately as a human can. In order to crease an edge, it needs to be accurately drawn right along the edge of the polygons you weant to crease. If you attempt to smooth it either through the subdivision process with smoothing enabled, or with Dynamic Subdivision as a virtual preview, those edges will soften in every area where the resolution isn’t dense enough to reinforce the detail, which is going to be most places on geometry that low in polycount. What you have in that screenshot is unsmoothed, low poly geometry. ![]() OR, the geometry needs to be drawn in such a way that points are denser in that area–two edges very close together effectively equals a crease when subdividing. When subdividing low poly geometry with subdivision smoothing active in ZBrush, edges need Creasing in order to stay sharp through the smoothing process.
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