Hello all I’ve been made aware of a particular method of retopology ZBrush is capable of by utilizing its polygroups to take a sculpt, mark key locations to preserve higher topology like knees elbows etc and simply hit Zremesh to arrive at something pretty close to game ready. It fits my needs though I am expressly curious if Blender has an option to do the exact same thing with any if its remesh alternatives, vowel remesh, quad remesh etc? I’ve tried testing to see if I could do something like this by marking seams in edit mode but it doesn’t seem to work. I specific need it to acknowledge the boundaries like Zbrush does and account for them when hitting Remesh to keep those areas higher poly. Thank you for your time
please share thoughts. Example: https://youtu.be/9kSaJ1b4QZU