Hey guys and gals. I produce small 5-7 inch figurines, head busts and other organic objects for printing in the color sandstone material. Everything is created in Zbrush and in a typical project, I will end up with around 10-30 subtools and several million polygons. The subtools contains polypaint. In preparing the final model for print, I do this: 1. Merge all subtools 2. "Dynamesh" the merged object to create a lower resolution, unified model. 3. Clean and smooth various areas. 4. Export to Blender 5. Run analysis to check for problems such as non-manifold areas etc. 6. Back to Zbrush to correct those errors 7. Export final model from Zbrush in WRL with polypaint data. I find that the biggest challenge in this workflow is maintaining a satisfactory level of surface detail and color resolution. In step 2 I obviously loose some detail, because I have to be within the set polygon limits. Also checking a heavy model for errors is almost impossible in Blender. In a non-color scenario I would obviously decimate the model, but because the color is tied to the polygons, this is not an option. I have also tried various UV-mapping workflows; auto generating UV-tiles in Zbrush, but it creates seams and often causes crashes, due to the density of the model. Do you guys have any suggestions as to how I can improve my workflow? Basically getting the highest amount of surface detail and color resolution without exceeding the data limitations? Thanks alot!