Generate Texture while KEEPING UV's from Retopologized Mesh?

I’m coming in a bit late ;^) great thread on round trip through ZB. I’m not sure what may have changed, but I had previously run a model through ZB for retopo, worked fine, but now I’m running into an up-axis issue. RC lives in z-up with no way to change that on export, aware obj can’t save such info, but I’m in fbx and was in fbx when roundtripping previously, when this wasn’t even an issue, my assumption being that ZB took whatever scale/coordinate system and up-axis that came with the file and left all that alone. I now see ZB lives in Y-up. I thought to pass through Maya to change the x-axis, but now a new issue, fbx is recognized in the directory, but won’t import, MEL just sits there doing nothing.

While my objectives in ZB differ from Travis, I’m most interested in returning to the retopo workflow and leveraging normal maps and displacement maps to optimize geo in UE4. Travis, I’d be so interested in your plugin to automate that, which would answer a big question for me how I’d apply retopo to a project involving large sets where I export my model in parts to leverage occlusion culling in UE4. I’m not on Facebook, but reached out to you via my wife’s page, hoping this finds you here in the meanwhile. If nothing more, I’m most curious what explains my issue with losing up axis.

BTW, I’m also scratching my head what to do about scale. If I don’t set scale in ZB, at least that goes unchanged on export, but as I understand it ZB can only perform well in certain functions when it knows the scale, which happens in Scale Master. ZB only supports mm, cm, inches and feet, so coming in with meters, especially large objects poses a problem, since setting those large scale takes ZB out of the 2 x 2 space to which many functions are optimized. I’m speaking to details in ZB that are over my pay grade, just passing along what I’m picking up from reading and colleagues more familiar with ZB.

Thanks for ideas.

Benjy