Hi everyone, I’ve built a model in Maya, sculpted it with clothing, and would now like to retopologise the clothes. For this example, I’ll use the jacket of the character. I took the jacket mesh at level 1 and exported to Maya to optimize for a game mesh, then brought it back into Zbrush to replace the original level 1 jacket mesh.
The only problem is when I subdivide the new jacket mesh, I will get a lot of smoothing in parts I don’t want the smoothing to occur, e.g. the collar, etc. Is there anyway I can get around this? I’ve tried using project all but that seems to cause a few problems too.
I’m still confused on the workflow as I’ve seen some people uv their models before bringing them into Zbrush, while others retopologise when finished sculpting, uv and then bring models back into Zbrush. Is this the correct way to work? Hope this makes sense, thanks for help in advance 
EDIT: Sorry, might help if I give a brief overview of what I mean. Basically I’m wondering what the best way is to keep the form of the mesh exactly the same after creating a new, retopologised mesh to replace it with.