So my workflow as i have it planned out is like this:
- base mesh in Maya (or zspheres)
- dynamesh and sculpt
- retopo in 3d coat then uv (headus or maya or zbrush)
- reimport to zbrush and sculpt fine details
- reproject the hi-res details to the lowest subdivision
Once I have gotten to this stage I am confused on how to bake out the normal/displacement maps so I can put them on my shaders in maya.