Topology
Tried Zremesher in Zbrush


For faster speed, I tried Zremesher my model as topology, and I think that should be fine with eveything I have done. I use zrmesherguid brush to draw a guid line and sperated the model into red and blue to make suer I will not lose structure and the mesh can be distributed correctly after zremesher.
Testing Baking in Substance Painter






Then I import it into Substance Painter and auto unwrap the UV for baking, but unfortunelt, even I used guid line and different color to guid zremesher but there was still lots of issues that cant be ignored. such ad the twisty edge and wrong structure, what is more, the meshes after zremesher was not good for UV editing.
Anyway, Zremeher is a good way to retopology but not for me.
Retopology in Topogun


For a better intergrating degree of my high poly and low poly, I decied to retopology manully in Topogun. It is quite easy and more convenient than Maya.


Edit UV in Maya


After retopology, I import the mesh into Maya for editing UV then do the test again in Substance Painter.
Testing in Substance Painter.



Even the ups and downs on the surface matched very well.