These are the steps I'm taking to implement this particular modeling task:
• Drawing ZSpheres
• Sculpting basic detail
• Applying Retopology on sculpture
• opening UVW
• Sculpting micro detail
• Exporting Normal and Displacement maps
After decimating my raw‑sculpted mesh, I am exporting it into Maya as an OBJ. Once in Maya, I am making my surface live and applying retopology using Quad Draw. Building up edge loops, keeping in mind deformations from muscles and articulations, making decisions about SubDivisions and smooth nodes based on human anatomy. Once my topology is clean and ready, I can move on to open UVW. Reimporting the clean UVW‑mesh into ZBrush and hand‑sculpting micropolygonal detail. My plan here is to export and reuse the normal and displacement maps from ZBrush as a template for my textures in Substance later. Here is an overview of the whole workflow: https://www.3dartviz.com/skills/skills-3d/modeling/sculpting-modeling-human-body.html
Making the sculpt live and using Maya Quad Draw to manually retopologize the mesh.