I have zero experience using HD Geo with Keyshot. I don’t know that it supports it natively, so I would think you’d have to export that kind of detail as a normal map. That’s really the only way to use HD Geo info anywhere outside of zbrush. But again, I just don’t know for certain.
I know you’ve been having a lot of problems with this project, and you want to get a really ambitious level of detail into the face for closeups. So I’ll again just leave you with some general tips:
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Optimize your base (low poly) mesh. If most of the detail and scrutiny is going into the face, that is where most of the polygons need to be. Polygons on the feet and in the armpits don’t do anything for you except increase your poly burden when subdivided. ZRemesher has a useful feature that allows you to “paint” areas where you want more or less poly density when remeshing. Likewise, you can manually go through and eliminate loops with zmodeler where they aren’t doing much for you. Obviously you can always manually retopo for hyper optimization–typically necessary for game or animation work.
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Develop the discipline to get any frequent mesh editing or remeshing done at the mid-high poly sculpting stage, before moving onto super high density surface detail work. You know from experience that extreme polycounts become difficult for many functions to handle.
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Zbrush is capable of working with extreme polycounts, but this kind of geo is useless for anything other than rendering in zbrush, or generating and exporting image maps from, as most other programs and even many zbrush features can’t handle it well.
Keyhot can handle fairly dense meshes from zbrush (but not ultra dense), but probably not at the level of poly density you’d need for detail that fine. So I think the optimal for keyshot would be to send a medium high density version of the mesh for the silhouette and gross detail, and rely on a normal map for the fine surface detail. Again though, I don’t have much expertise in this area.