It's great if your going from dynamesh to sculptable subdivisions, but don't rely on it for auto creating functional topology for you. It's still in your best interest to do that by hand.
As far as Booleans in Maya go, I'd stay as far the hell away from them as possible; However, in ZBrush, they are godly and amazing, when used in conjunction with Dynameshes.
Mesh fusion isn't working for me. I have DynaMesh off, all subdivision levels are deleted, everything is in the same tool/mesh However after double dragging on the blank canvas nothing happens. ZBrush version 2022.0.1
You mentioned you're nearly done your HP but this still looks super razor sharp. I'm assuming you're using a dynamesh + polish workflow for your highpoly?
Yea, i think you right. I just only started on the body, basically it is a smoothed blockout right after dynamesh. Good tips on shoulder and neck stuff though.
You're going to want to read this to to undertand how the Booleans will work in conjuction with Zbrush https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
I made a feather in Zbrush (a few feathers actually) and placed them all individually to get the silhouette I wanted. That's pretty much it. EDIT: and dynamesh to hold it all together.
WIP 9 Just have the leather bags to sculpt/block in. Trying to figure out a way to purely block this out in Maya without having to do Dynamesh retopo in ZBrush.
Then you finally realize the limits of dynamesh and the poles start to get annoying when trying to detail. So its time for retopology! I used 3dcoat and reprojected the detail in Zbrush