@goekbenjamin it is certainly doable, but it isn't really necessary for a game character. The best thing to do is to experiment with both auto-topo export from MD and the manual retopo approach(that is shown in the tutorial) That way you're gaining real-world production experience and learning by figuring out which…
Also is it possible to: MD -> Maya retopo (with for example 3 subdivisions) -> Zbrush redefine So i can use the highpoly (3rd subdivision from zbrush) and rhe lowpoly would be the maya retopoed one (1. subdivision) or ist that totaly nonnsense? what would be there the pro or cons?
If you look at his topology it's all grid topology where possible. Also, this workflow is for a film/cinematic production topology. If you are just creating a high-res for sculpt/retop in Zbrush or a game topology mesh then the export from MD should be good enough. What is your final output/purpose of the mesh?