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Maya and Zbrush Modeling Techniques

Im a little new to using Zbrush and Maya together. When I export to obj and bring in the model to maya there are so many polygons it appears as one mass of mesh when selected. This is proving problematic when I try to skin the character and paint skin weights. Am I approaching this the wrong way? Should I be using decimation master before I export the sculpts? Thanks so much, so new to this.

This is basic workflow (and not easy) and it is worth to search extra documentation for this. These are only a basic points:
Specially for animation you need a topology animation friendly. Because I guess you are now learning using Zremesher would give you a topology basic enough to be animated. For more professional environments there are usually narrower guidelines depending of the pipeline. Decimation master would not give you an adequate topology for animation, the same with Dynamesh.

When you say “search extra documentation for this” where should I look? Thanks for the heads up!

The free video tutorials at the pixologic site are a good intro to topology in ZB: http://pixologic.com/zclassroom/workshop/topology

Here would also be a good place to get more info: http://docs.pixologic.com/user-guide/3d-modeling/topology/

That video is a good start. The Zremesher is really good, and the last version is even better.

In general the free videos of Pixologic are a good start, not only in that topic but also in a lot other areas of Zbrush.