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I believe this is an issue with Unity 3D rather than Blender, as Unity has a 64k vertex limit for one mesh. So I simply lowered the vert count. Thanks for all your help!
This works perfectly and as desired, but when I import into Unity 3D, it's showing strangely as two separate meshes and the faces are a bit messed up. Is there a way in blender to ensure it's all combined back into one single mesh?
@MrZak It appears the problem was the surface was too flat. So I extruded it upwards and the remesh modifier properly recalculated the topology. Thanks!