1) a better user experience where meshes are constantly getting hi-res details that is asking a lot from the computer to handle
2) it has us evaluate our decisions in handling a hi-res model.
3) it has us find out whether or not a document with that much information can be saved onto our hard drive with most recent actions we took; the more geometry, the easier it is to apply the important details onto a model. getting that most recent version before the program possibly crashes, will have us protect our work and learn from our experiences in what to do and what not to do with our models.
Mainly because of computer performance; we want to prevent crashing. More work the zremesh is on a high-res mesh, the more time it will the computer to finish. Reducing the target polygon count to about 5 to 10 will be most efficient.
Creates a copy of mesh that you can switch back on when you make edits to*
*downside of this is is you move the mesh your sculpting and the morph goes back to the position it was in originally. it should only be used for sculpting details