Heh, thanks. Always keep in mind that it’s just one possible workflow, one that fits our needs and constrains the most.
I’m going to take a look into resurfacing tools. Currently, I think that my best bet is learning good edge flow and modeling techniques. That way, when it comes time for me to use the sculpting method, I will have the skills necessary to create an accurate base mesh.
Depends on what you want to do…
If you want to create nice stills, it’s mostly irrelevant. You can nowadays easily render multi-million polygon models in nearly every app, so a straight export from Zbrush will work. If there’s any small detail left out you can add it with normal mapping.
If you’re looking for a character modeling position it’s useful to be good at both sculpting and resurfacing, especially in the game industry - although they have somewhat different goals and methods. Like re-using basemeshes is far more common, in order to keep UVs and bone weighting.
Or you could try to specialize, but large VFX studios also prefer industry experience, it’s rare to hire beginners.
All in all I think every good organic character has to start in Zbrush or Mudbox (not counting the basemesh you start the sculpt from, but then again I’m not a fan of Zspheres).
So I guess the point is, there are no best practices, just a toolbox that you can search for the best fitting solution…