We started to make use of our object structure by using the Autogroups with UV button. Autogroups analyzes the mesh topology and creates a polygroup for every continuous surface part of the mesh. The Autogroups with UV function also considers how the mesh was unwrapped and where it was "cut".
The engine for instance, does have a continuous mesh topology, but is also unwrapped in two parts, one for the overall hull and one for the side detail. So, using the Autogroups button only analyzes mesh topology and creates one Polygroup for the engines, whereas the Autogroups with UV also considers the UV coordinates, creating two groups, as shown in the next screenshot:
We can also split our mesh apart by its topology by clicking on Tool | SubTool | GroupsSplit. Like Autogroups, this will create a separate subtool for each continuous surface of our mesh. With the mesh split into several subtools, ZBrush can handle a higher polygon count than it could with one single mesh. But this would...