So long as you don’t change the pose or drastically alter the forms, this is technically possible.
Basically what you would do is the following:
- Box model your character from start to finish
- export your model for retopology (don’t do UV’s at this point)
- Import your new topology as a ztool, then load it as the topology starting point in the rigging options of your high resolution sculpt
- project all details onto your new topology (and fix any inevitable problems with the projection)
- export your new low-res topology for UV’ing
- do your UV’s in whatever app you do them in
- re-import the UV’d low res mesh into the matching subdivision level for your final sculpt.
Personally I’d like to see this workflow streamlined a bit… all of the functionality is there, we just need less buttons to do it. In mudbox for example you can just tangent displace any arbitrary mesh, so all you would have to do is import your new topology and hit a button. But I digress 