Thank you that’s what I figured.
So I guess the pro-optimizer modifier from 3ds max and the blender decimate modifier are tools that do the same thing that zremesher does.
By the way can I use the following technique for use with ue4?3d Max Displace Mesh Modifier - YouTube it basically does is to create a displacement, normal and bump map inside 3dsmax and then use the prooptimizier to reduce the polygons.
All the other techniques that I have seen talks about creating a high and a low poly mesh; create a normal and other maps and bake them to the low poly mesh. As a beginner I can’t understand what are the disavantages of the technique I linked (that doesn’t use the low poly mesh nor baking)?