Cool i’m really interested into a similar workflow. usually i tend to model in Lightwave, with correct edgeloops and topology from the start, but not always i get excellent results cause this process is not so easy. Anyway, the idea of getting rid of real working topology at the start and then rework it later, amazes me, just because u can really project a full working topology even on sketches, and then apply your ideas to the model.
Also, i’m interested in to XSI tools for a similar process as u describe. do XSI is able to import a really high subdivided mesh from ZBrush as a template? i guess so, so maybe you can elaborate how many polys would be a limit for this operation in XSI?
ok LOL maybe i’m asking too much.
one observation though.
Traditional modelers with a lot of experience, tend to be organized well from the start, thinking to edgeloops in terms of animation and how the mesh will deform, just while modelling it. this requires alot of exercise, and knowledge of animation too coupled with modelling techniques. this seems to me so far a really good method to work, just because you will end up with a full working model with the exact amount of polys u want, placed where you want. the amount of polys determines their placement and design too, most of times.
traditional modelers doesn’t feel the need of a topology paint tool or something so far . obviously this will change in time, adding flexibility and the possibiliyìty to rebuild your topology with ease.
this being said, workin this traditional way its indeed a limitation for an artist especially if he becomes from traditional drawing and sculpting, and for this exact reason i like ZBrush so much.there was a time i literally hated polygons.
but after u have a low- mid res char modelled you can go in z brush and detail it with more ease i think.
another cool process could be just use z spheres in ZBrush and build your low poly model, in a very intuitive way ( it takes a few minutes instead of hours) position your points deforming low poly mesh as u want, then go and fix your edgeloops with XSI or othe apps for a full working low- mid poly cage import it in Z Brush and do all detail u want, subdividing your mesh etc. normal maps build detail for you for the final process. the first part of this workflow will make u work into less many hours IMO.