Hi guys,
Thought id ask a quick question that many will be able to answer

I'm currently retopping in zbrush via the new topology brush; its awful but does the job alot quicker and can be more effecient in most cases. However; when i've split the mesh, and I "project" the detail on.. it doesn't show any detail unless i've subdivided it further to make it a higher poly - but again this is point for a retop....
So i'm asking... once ive retopped and i've got my 15000 tri mesh - how would i project this detail on?
Quick example:




Cheers Guys
Replies
When I clock project mesh on a lower poly it makes it as close to the mesh as possible... And attempt to exgaggerate the lower poly form...Would I do this before I export or avoid doing this at all?
What you have above would be good topology to subdivide and sculpt, but for a low poly mesh you probably want to make something that describes the forms and silhouette as accurately as possible while using minimal geometry.
You can get a feel for low poly meshes by looking at other people's wireframes. If you would like to exaggerate things you can make subtle changes after you've baked your details to a texture and applied that texture to the low poly mesh. Generally you want your low poly to describe the forms how you'd like them to be emphasized before you bake.
If you need more specifics about the process the polycount wiki is a very useful reference.