When I adjust the topology on a character, or modify it enough to make a new one, there are some issues with the topology. There’s pinching and stretching, which makes it not ideal for animation deformation.
Here is my new character in zbrush:
And here is how his topology originally ended up after I was done with sculpting:
Since his lips are smaller, there was a lot of pinching and stretching near the mouth area.
I started working on a simple method where I duplicated the high poly mesh, then on the original mesh, I used the smooth brush to smooth out topology areas.
After I was done smoothing, I re-projected the high poly mesh onto the newly smoothed one. 99% of the time this works pretty well and I don’t have a lot of re-clean up to do afterward.
The resulting topology is now mostly cleaned up to send to Maya to be skinned.
In the character’s mesh file, I transfer the new topology using the transfer attributes tool and I only select the “vertex position” and I use the sample space “topology”.
Then, I make a copy of the old character’s skinning file. I export the skin weights using the Deform > export skin weights in the rigging menu and re-import with the import option after making tweaks to the head rig.