ZBrushCentral

When do i need to retopologise?

Quick question. If I make my base mesh in maya and have good topology, albeit low res and then import into zbrush, and then sculpt away to my desired subdivision, do I then need to retopologise in zbrush? Or can I simply go into maya with the low levelled sub d and import high details with displacment maps etc?

Other words, do I need to retopologise all the time or is this just something that i need to do whern i have started the modelling process in zbrush.

If you already know how to build a proper base mesh in another program, you are good to go, if you know how to layout proper UVs do them in your modeler of choice also.
I’ve often wondered about the workflow that says, jump into zspheres asap, sculpt away, have a blast, then stop everything and re-topo the lame base mesh you built with zspheres, thats a waste of time, unless you dont have the required sub-D/poly modeling skills that a modeler gets with a standard modeling application.
Also, correct me if I’m mistaken, but if you are planing on working in a production environment that caters to video games or film you will need proper UVs, aka…not the Zbrush UVs, which means your going to be spending some time in a proper modeling app eventually, why not just start there and get the work done right during the first phase of creating a model ?