Hello! And happy new year, by the way.
What loki74 said is pretty much it.
Once you leave edit mode and “draw” anything else on the canvas, your tool gets “dropped”. It means it is now in 2.5D. 2.5D is, in layman’s terms, like a pixel (in this case it’s a pixol) that contains not only an X and Y axis, but in addition also a Z axis, for depth.It can’t be picked up and converted into a 3D Mesh anymore. About the Snake hook brush, I am not sure if you know, but there’s 2 of those. One of em is 2.5D only, and the other one, just like all the other brushes you see when you press B, are all 3D sculpting brushes. So, there is no reason to leave Edit mode.
Also, should you find yourself placing stuff on the canvas and not editing your 3D mesh (or Tool, in ZBrush) anymore, hit ctrl+N.
That will clear your canvas of all 2.5D information and only keep tools in edit mode.
KNOW that your tool is never LOST when that happens.
At the top of the tool palette (where you also find load tool etc) is a little preview of the current tool. When you click on it, it will expand and show a list of recent tools. Take a look around, and it will still be there, unaltered.
To place a new tool on your canvas to edit, Make sure “Stroke” is set to DragRect. Place the Tool on the canvas by clicking and dragging on the canvas. Then hit T. Don’t do anything else, because if you do it’ll be dropped and doomed to a 2.5D existence.
About adding ZSpheres to the canvas, I advice you to use Subtools to do that - but you’re better off looking up some tutorials on that, as I doubt it’s very effective if I try to explain it with just words.
About the Workflow thing, I guess it’s a thing of preference.
You can do most of what’s required within zBrush (except for rigging and animation, those can not be exported) but it’s not what ZBrush is meant for, I recon. Other 3D Software packages fare better at UVs, rendering, rigging/animation and retopology.
Getting the most out of it in as little time as possible.
The Topology (or retopology) is important for a number of reasons, but it really comes down to what the purpose of your work is.
You can create an amazing sculpt from just a polycube (though that can get a bit tricky if you’re not experienced)
But the result, however good looking, will probably not perform very well when it comes to real time rigging and animation or UVs and textures.
If you’re going for an unmoving mesh, topology may not be your highest priority, but a good topology enables you to sculpt evenly on every part of your mesh, without running out of resolution and definition.
You see, doing a retopology allows you to control how much polygonal resolution is needed for certain parts of your mesh. For example, the back of the head of a basic human character won’t need as much resolution as the face.
At it’s best, it saves a lot of performance because no polygons are wasted while focusing resolution where it’s needed, like in a character’s face.
You can do a retopology in ZBrush using Zspheres, there’s tons of tutorials on that out there. It can be a rather frustrating process, as it’s sometimes clunky and buggy and weird - but understanding topology is essential for any 3D artist.
Sorry for the wall of text, but I hope it didn’t bore too much and helped a little.
Good luck, and take care.