So the workflow for a rigged model for animation should be as follows, right?
> Zbrush a high poly character's mesh
> retopo in Zbrush
> import to Maya
> make clothes with Maya and shrinkwrap
> rig in Maya
> UVs in Substance Painter
Am I missing anything? Also, any tutorials on head sculpting in Zbrush?
That is one way of doing it, yes.
Is there a better or different way to tackle the same problem?
There is no objectively right way of doing it. If it works then just do it, it's not worth wasting time worrying about.
Gotcha, hehe. I'm learning Zbrush now to achieve a full-fledged animation. If this is the way to go, I wanna be able to do it!
Just unwrap before you rig and you'll be fine.
>UVs in Substance Painter