Hello Everybody ,   i need some help  to improve my workflow for character modelling .  i mainly work in zbrush , maya  and substance painter . i will write down  my  workflow   and  then the problems i face  .  if you can help with any of these problems it will be very  helpful  . so  
1 - ( 
CONCEPT )  
 so i start by collecting some reference images   for what i want  to make   and start it in zbrush .  i try to get as much details  as possible in this stage only  using dynamesh .   usually i have many subtools   but not crazy high  just around 10 - 15  . once base is finalized i decimate   the meshes and export  them . 
2 -  ( 
RETOPOLOGY )  
so  now i import these decimated meshes in maya  and retopo them using quad draw . i also use  topogun   and  zbrush's  zremesher   sometimes  , depends on the mesh . 
3 - ( 
UVs )  
after retopology i  use maya to make uvs  using uv toolkit  .  i almost  always make multiple UDIMs   . Then I export all the meshes   with uvs  to reproject details in zbrush again . and also save the maya file .
4 - ( 
REPROJECT DETAILS )   
import back all the new meshes  with uvs and proper topology   to  zbrush  and divide them    and project the details back on new meshes .
5 - ( 
SUPER DETAILING ) 
now i give all those little little details  like skin pores  , cloth seams and other high end details  .  
6 - ( 
POLYPAINT )  so this is tricky , i polypaint  to make color id map , which i can use in substance painter .  

7 - ( 
EXPORT )  now i will export  all the meshes  again both as low and high poly . for high poly  i first decimate them  then export . 
8 - ( 
RENAME IN MAYA ) import all low and  high poly meshes in maya  and rename them  properly  and use suffix ( _ low and _ high ) . this is done for  sp  .  combine all the low meshes and export them as single object . i use to do same thing with high poly  , but that is not necessary   as i can import multiple meshes  for baking   as long as naming is proper ( i recently find this out  , before that i use to combine the high mesh too , which almost always resulted in maya crashing and  freezing and  wasting my time , which was the main reason i  wrote  this ) .
9 - (  
TEXTURE IN SP )  then i import  low mesh  in substance painter    bake   all the maps     and  texture it  too . export all maps  . ( below is not a very good result  , hope this time  i'll make good one )

10 - ( 
WORK IN MAYA )  in this last step i would  import  and apply the  maps we made in  sp .   and MAKE HAIRS IN XGEN . then render in arnold .  ( below   pic  not rendered in arnold . this is iray  render . this time  i'll render in arnold . )

PROBLEMS  
1 -  (
 RETOPOED MESH  CHANGE SIZE )  so this i the first problem i often get . i don't know why   but  when i import the low poly mesh with uvs  that i had made in maya   , its size is reduced . and  weirdly  , some time just re importing it solves the problem   but mostly i have  to export it quite a few time   again from maya and re import in zbrush to get the correct size .  i you know why this happens    please  help .
2 - (
 IMPORTING HIGH POLY MESH IN MAYA ) so this problem had wasted so much of my time  because i used to think  i can only use single combined  mesh  as base high mesh for baking  , now i know  i can use seperate  objects  too .   thanks 
@pmiller001 . but i still have some baking problems  , that ill describe below . 
3 - ( UVS PROBLEM )    don't know why  when i export the high poly mesh from zbrush and import in maya  it  have some trillions of seams . almost like it separates all the polygons , but this generally happens to objects that are duplicated and mirrored . 


4 - (
SP  PROBLEMS ) firstly  i am quite new to sp . it  is a wonderful and easy  software  i think  ,  but still you need to study some concepts and things in it for best results  , like masking  and layers they are not that difficult , we all know  photoshop , it is quite familiar .  so my problem here is  when i bake using  match by name   it gives weird results  ( see image below ) i dont know what am doing wrong here   , i mean  when  i use match by always   results  looks still better  ( but those obvious  problems  i do get   because of overlapping and all ) but match by naming  is not working for me . please i need help in this .


5 - ( MAYA PROBLEMS )    
( multiple UDIMS )  so i dont no  what i was doing wrong but  earlier i was working on a project and i could not  load   textures on all udims automatically . ( like you set one map and all other maps will be automatically   loaded )  this  did not worked for me  . had to set all udims manually .
( XGEN PROBLEMS ) xgen is  super cool for  making hairs   but it kinda  gave me below result  when i tried to render using arnold . 

 so these are some problems iam getting   hope to get some solutions  and  help,i know this got too long  but i hope  this would help  others  too  .  right now i am working on this model   
http://polycount.com/discussion/196704/cw-flash-barry-allen-sculpt#latest   and  needed  some help regarding it . please feel free to check and give your crits  on it  . Thank You .
 
                    
                
Replies
http://wiki.polycount.com/wiki/Texture_Baking
BUT as you can see the error below , it did not pick the vertex color i assigned to high poly meshes , i researched and found out that when exporting it to fbx i have to make sure that all vertex have color , like even the white color has to be painted . so i checked it again and i am pretty sure there is no vertex without color , but still am not getting any color . plus my third udim which is of face and half mask is black . like this
I guess you try use vertex color to get ID map, I feel bad cuz I can't give you any suggestion in SP but I know I can get ID pretty easy in Marmoset by assigning color material on each mesh and bake diffuse. If you don't like Max, Marmoset baking is super easy, I think I didn't even watched tutorial and figured it out in just few clicks.
I also learned that almost every time either small or big, some issues is better to fix in Photoshop rather than find perfect bake setting.