Summary:
I’m trying to find an example of the complete workflow to sculpt and paint a high poly zbrush model, and get the low poly model with diffuse and normal maps into a game engine like Unity 3d. Using ONLY Zbrush.
Details:
I’ve purchased these books:
Zbrush sculpting for games, Introducing ZBrush 3rd and Introduction ZBrush 4, and ZBrush Studio Projects: Realistic game characters.
I’ve scoured youtube and google with countless searches, to find the complete workflow. Either I’ve missed some key point, or I’m just blind.
One of the BIG problems I keep running into is, everyone jumps to a different application to get the details onto the low poly model. I would prefer to use ZBrush for this, unless it’s just not possible.
I don’t have a problem with polypainting or sculpting.
I prefer to retopo manually, using ZBrush. I don’t have an issue with this.
But I can’t figure out how to get the high detail diffuse map and normal map onto my retopo’d, low poly mesh.
Example: Last night I decided to use a very basic object…a cube. I sculpted in a few details, and painted it various shades of brown. Fine, it’s a wooden block 
The, I retopo’d it. At this point…I’m just very confused about how to transfer the details, uv maps, etc over. I UV’d my high poly mesh at its lowest subdiv using UVMaster, and selected Copy UVs. I saved the polypaint to a 2048x2048 texture. Great so far.
Then, I pasted the UVs to my retopo’d, low poly mesh, and assigned it the same 2048x2048 texture. It’s unusable, distorted, etc. Black gaps everywhere.
Apologies for my frustration…but this seems like such a crucial workflow that I can’t find a solid tutorial on. Again, if ZBrush can’t really do this, I’ll have to use something else, though this would be very disappointed. But if anyone could point out the workflow steps, or where I missed it in a video or book, I would be very thankful.