Alex Cheparev posts a look that offers some insights into his retopology workflow. Actually, it’s a bit more extensive than that. Alex shows how you can go from sculpting in ZBrush to retopo and UV’s in Maya 2016. Then it’s back to ZBrush for further sculpting.
[pullquote]…retopologizing in Maya is much faster and easier than in ZBrush with the benefit of easily creating UVs.[/pullquote]Why would you want to do this? Sometimes working in ZBrush entirely, will not give you viable topology. It may be wise to straighten out the model’s topology with a topology workflow, before continuing to sculpt the finer details in Zbrush.
There are all sorts of great tips here. From using a GPU Cache in Maya to speed up the super-dense mesh in the viewport, to creating UV’s and using Quad Draw and symmetry for a super-fast retopo session. It is always worthwhile to watch Alex work.