My normal (pretty standard and casual) ZBrush workflow is Maya blockout > Zbrush > Maya Retopo (I'm an environment artist).

Because of dynamesh I can keep my blockout in maya super super low poly and don't have to worry about smoothing and supporting edges to maintain the volume. Except whenever I have a curved surface and ZBrush imports soft edges as hard. If I have a model that's a mixture of curved and flat surfaces I have to smooth everything first, which adds a lot of time to the process and results in absurdly high poly counts that I'd rather avoid - and the amount I have to smooth it is incredibly excessive. Spee d Test Scrabble Word Finder Solitaire