I think Asteric is right. From what I (think I
) know about ZBrush, it's works on insane amounts of subdivision, so if your mesh does not subdivide nicely, you'll be working with a mesh that looks like putty. Test out how your mesh will look by adding a Subsurf modifier to your mesh and then cranking the subdivisions up a lot.
@mike5424: By deselecting smooth, I'm assuming you mean to tell ZBrush to use a simple subdivision (original vertices stay in the same place, and faces are simply cut into four), versus an algorithm like Catmull-Clark? If that's the case, the mesh will look
exactly as it did as a low poly mesh, without even the smoothing we want on things that are supposed to be round, like the edges of the shield.
Edit: Here's a little example of control loops.
This first example shows a mesh that has been subdivided without control loops. The result is very smooth all around.
This one shows the same mesh, but using two control loops. In the "wire", I've selected the control loops.
We can use control loops to preserve hard edges after subdivision.