I too have been taking advantage of the Ddo open beta (fantastic suite) and thought I'd share some discoveries I've made concerning baking/normals. Not all OBJs are created equal, depending on the program that is doing the exporting there can be different results when imported into engines like Marmoset. For example, OBJs…
like mentioned, marmoset is where you should do the baking, not zbrush. no need to retopo mid sculpt unless you are are fighting topology - but zbrush has dynamesh, sculptris pro, remesher to handle those cases. so keep it simple as possible.
I have been working on this for the past couple of nights, my plan is to take this mid poly model into Zbrush and dynamesh it to create the HP / add wear. Then clean up this mid poly model for the low then bake and texture in substance painter. Would love some feedback.