Basically it comes down to this -
You can start with a base mesh already optimized for animation (created in Maya in your case) then import into ZBrush, subdivide and sculpt. This is probably the easiest method.
OR you can start by creating a base mesh that is more suited to the modeling phase using ZSpheres or DynaMesh, then subdivide, sculpt and THEN retopologize for animation.
It’s my opinion that the second method will give you better results, and this is necessary especially in film that requires sculpted detail to be reproduced with accuracy.
As I mentioned earlier, a good reason to start with a base mesh designed for modelling specifically is that the polygons will be arranged in a way that give you more control and flexibility in your sculpt. Using a base mesh designed for animation in the sculpting phase will sometimes fight the way you want to manipulate the surface.
This is what I have gathered from various resources on and off the web over about a year. It’s all a matter of learning as you go and figuring out the best workflow for your current project. Realize that as technologies evolve so do the techniques in any give production.
It may help your cause to google the making of films such as Avatar, John Carter and The Hobbit to give you an idea of what is involved.
Anyway I hope this helps and good luck! 