Hey there everyone, Sam Bragg here, and I am going to show you an in-depth look into how I create my high poly models in ZBrush and then retopologize them in 3D-Coat to make a normal map for it. Lets get started!!
To begin, I usually create a low-poly rough model of the character I am going to be sculpting. I use Cheetah 3D to create my low-poly models (mostly because I am on a Mac and it is a lot cheaper than Maya and it is easier to learn than Blender). I will create a front view and a side view of my character and begin to low-poly model it. I am skipping most of this process because it is not as important as the high-poly sculpting, with you can do entirely in ZBrush. This is just a personal preference. Below is an example of my low-poly model that I will be importing into ZBrush.
Once you have exported this rough low-poly base as an .obj file then you can get started with ZBrush. You begin by creating a new document and importing the .obj file into the work area.
Next, drag your brush on the workspace to create the model. It will make a duplicate of the mesh you created in Maya, Blender, etc. But low-poly is not a good way to sculpt in ZBrush, so click the Geometry menu and divide you mesh a few times. Not too many though, or your computer may bog down a bit.
Now we will create a DynaMesh that allows you to sculpt freely in ZBrush with out the worry of breaking the mesh. First you need to delete the lower geometry on your mesh, you will not need it because we will be retopologizing the high poly mesh in 3D-Coat. Once you have deleted the lower geometry you can create a DynaMesh. When it asks if you want to freeze geometry, say yes.
Now you are ready to begin sculpting your character. As you sculpt remember to hold the ctrl button and right mouse click in the workspace to readjust the topology of your character as you sculpt.
Now you can begin sculpting. Get creative