ZBrush->Maya->UE4 Best Practices

I’ve recently gotten into ZBrush for more organic models (Maya is great for hard surface stuff, but I want more detail for characters etc.).

When making characters from scratch in ZBrush, is it normal to model them in the T-Pose, then export to Maya and rig/animate/export to UE4, or would it be more common to build a low poly base in Maya, then add detail in ZBrush, and bake the details on using XNormal? Certain features in ZBrush make it seem really easy to quickly get a form made from scratch, which is why it seems like a better workflow to make the character from scratch there- but in case there are issues that would come up with exporting/rigging for UE4, I wanted to run it by here first!