Here is a quick Freeform to Maya to Zbrush workflow.
I start by blocking in the proportions and overall mass in FF. The software works well for capturing gesture and quickly defining design problems that can occur when translating a character into 3D.
The next step is to define a patch network on the FF digital clay surface. You can create a patch layout that conforms to your animation intensions and export an iges patch mesh at a user defined resolution.
After mirroring, combining and other slight modifications in Maya the mesh is imported into Zbrush.
I’ll have to find more time to finish the mesh in Zbrush but you get the jist.
As a side note, I’ve noticed that Zbrush makes it incredibly easy to polish a tird. It can also allow users to focus more attention on their designs. Hopefully that’s the next step.