sure!
First of all I hadn’t really used the retopo tool before, just a couple of tests a long time ago. So what I found out about that is the fact that you can basically bake the details on to any mesh you want (with varying results depending on the new mesh ofcourse
). And that’s what I did with the toes.
the other thing seems to be a bug in zbrush but I’ll mention it anyway.
If you want to change topology in another package you have to export the highres into an obj, re-import it and THEN do the retopo/projection on the imported obj. Otherwise the scale/position is off and you can’t transfer the details.
I’ve learned that sometimes it’s easier to split the mesh instead of allways trying to keep things as one piece. The only downside is that it’s alittle harder to pose the highres, but I’m not planning on doing that so I could basically just split it anywhere. And if I want to combine the pieces again I can just combine the base pieces into one mesh, combine the high-res pieces and transfer the details again. haven’t tried it but it should work 
there’s allso a couple of “I should have…”'s:
I should have added the toes in the first base mesh to make it alittle easier to flesh out.
I should have thought alittle more about the poly distribution in the new topo. It’s quite good as it is but could’ve been better on the head and stomach 
I should have started painting with the big brush instead of wasting time on the details before I knew what I wanted to do with the colors
I should have come up with a better way to make hard edged surfaces and still keeping a good poly distribution, instead of going with the flow and doing it the “quick and easy” way
that’s all I can think of right now, getting tired and I need my killzone 2 fix before bedtime! 