Today i was working on making a model i had sculpted have better proportions and topology for some shoulder and hip deformation tests.
Basically i used zremesher together with polypainting a bluish color to try to start creating a more deformation friendly mesh. Notice using a lighter blue had a bigger simplification than a dark blue. Also i think need more zremesher guides on the feet and legs so loops are not spirally like (using shift to close loops).
Also i had an idea for a tool in Maya that given some two selected edges tool reduces a certain number of edgeloops.
Hope some of this process is helpful.
here's a case of the spirally behavior, to address it i selected the edge and removed it, then tried to rebuild edge at the important contours.
Inspired by Elliot Golfinger's Human Anatomy for Artists
Inspired by Philippe Faraut's Figure Sculpting Volume 1
Inspired by Ryan Kingslien's online tutorials on Zremesher (ryankingslien dot com)