High Resolution: finalising the model
Once the sculpt is finished, I use a process in ZBrush called decimation to reduce the density of the high-resolution meshes without compromising quality. This will make retopology much smoother because 3ds Max has trouble handling high-density meshes. I then start merging geometry and assigning flat colours to components, based on what I want the final material to be when I start texturing.
3.5 million triangles 150,000 triangles