I couldn’t agree more with skycastle on this. Recently I’ve discovered a similar method for working out in Zbrush the actual design and ‘base-mesh’, and worrying about topology at a different stage in the process.
Using this method doesn’t eliminate the process of creating good topology but it does remove it from the actual sculpting part of the pipeline.
The way this works is by creating a very simple mesh in whatever 3d package which will serve only two purposes:
-having something to work with in zbrush which has the rough proportions that you need, but not necessarily clean or perfect topology
-having the right ammount of points in the places where the smallest details will be created… so in this base mesh you would put more edgeloops around areas like ears, eyes, etc…
After this you spend most of the time in ZB, not really thinking about anything but two things: design and form. This actually lets you use Zbrush as a conceptual tool where character and design can be explored, taking the technical aspect almost completely out of this step. Doing this you are not limited by edges or subdivision smoothness, etc…
When this step is complete and you have a final sculpt with all your detail, you can then export a mesh which has around 70% percent of the density of that final model (something that has the structure of the model all the way up to medium freq detail, but not small things like veins or pores, etc.) into XSI.
At this point the model can be re-parametrized with proper edgeloops and clean topology that will help in deforming and texturing the model correctly using xsi’s shrinkwrap deformer by simply extruding edges with proper flow that will ‘stick’ (hence the term shrinkwrap) to the high res model. This process can take a few hours but the real advantage is that your sole purpose at this stage isn’t form or design but topology and deformation. The actual form is there for you as a template. Then after your ‘good mesh’ is completed you can go back to your fully dense zbrush mesh and extract a displacement map from it (using a 3rd party tool like Nvidia’s Melody or ATI’s Normalmapper, in this case, since ZB2 currently can’t compare two unrelated meshes).
If I get a chance, maybe I’ll post a step by step of how this works.