Can someone give me some insight on how actual professional character artist deal with creation of game characters with Zbrush? My current workflow is to create reasonable low poly mesh, import it to Zbrush to add detail (usually small once), and bake normal map and AO map from either Zbrush or XNormal.
With latest and greatest iteration of Zbrush it seems more easy to create stuff directly from there. But then, if I am to create a character from very low poly base mesh, in Zbrush, how am I supposed to handle stuff like inside of the mouth and eye sockets?
Pretty much anything related to characters in games in Zbrush is meant for promo rendering, baking maps, figurine type stuff and not actually in-game use.