I've done my hp in zbrush. Started my retopo in maya with quad draw. Was taking 'forever'. Tried zremesh in zbrush to save to time... Is this acceptable way to do it to produce a game rez mesh, or should I stick with quad draw and do it by hand? Will I get weird bakes? Seems like this would be a bit of a pain to UV.
I would merge the fluffy top with the rest of the fabric immediately below it, so it's one solid mesh (black outlines). The white outlines could be a part of the same mesh too, depending on what this is and how you want to manage the model. But regardless, the edge vertices should be coincident/welded to prevent gaps.
Replies