I have a brief rundown tutorial of projection on unified skins (when you run into bad topology problems and need a quick fix) in my sketchbook here: http://www.zbrushcentral.com/showthread.php?t=84280&page=3
Post #34, 4th image down describes in brief (very brief) about projection onto unified skin. Honestly this may be all you need, I use skinning and projection all the time every day. In a model made of dozens of subtools, probably all of them have been reskinned and projected onto at least once during the process.
The flow is much faster than retopologizing, on complex meshes especially, and if you’re not concerned with animatable topology, it is the way to go.
Retopology on the other hand is a very valuable skillset and you can do it directly in zbrush as well. But Zbrush is about (has become and is becoming more and more about) removing the constraints of topological thinking and “freeing” you to just concentrate on the art. They’ve got alot of easy and powerful features for getting rid of this sort of prolem and letting you continue sculpting without stopping to retopo. Unless of course, your concerns lie in animation and game model rigging/creation, you will need clean topology for that.
So my recommendation is seriously, learn all you can about making skins and projection (Project All) first. See if it suits your needs. Get familiarized with that process, then move into learning about retopologizing by hand. I did it the other way around and it would have suited my needs to simply skin and project 99% of the time.
*edit to add: The reason I strongly recommend skinning/projection to you is that I know that you’re coming from the world of traditional sculpting, ( The Clubhouse forums) and this workflow is especially suited to people who just want to get on with the act of sculpting and not really fret over topology concerns.
I’ll see later if I can give some links to good skinning/projection tutorials, I don’t know of any off the top, but I’ve seen some in the past.