Retopology for the final lowpoly model that is heading for baking, always in Max. Polydraw is way quicker because you can flip in and out of it to use standard modelling tools when needed. You can determine the distance from the imported decimated model surface to your verts exactly and the display is way better allowing you to see penetrations as they occur while stretching new polys over the surface. Retopology is useful in ZBrush while adding attributes like pouches etc. Havent looked lately but ZBrush has a problem with forms on opposing sides of a (character) model and will determine normal direction from one side only. This might have something to do with the drawing direction used to make the poly (clock or counter clock). However the new model brush has been very handy for a lot of forms. One thing that is a pain is that GoZ opens a new empty copy of Max 2018 when I use that, regardless of the import settings which is a pain, so all retopo gets done in Max 2017. That's my experience anyhow.
Use both, finish a highres sculpt in max or zbrush then in zbrush zremesh or dynamesh the high sculpt to a lower polycount and export that obj to max, then in max add the final touches to the low poly obj and bake
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That's my experience anyhow.