ZBrush to Blender retopology workflow

What are some workflow possibilities for retopologizing a zbrush sculpt for rigging and animation in Blender?

I was thinking I could either:

  1. export the highest resolution model out from zbrush into blender and use retopoflow to create a low poly model. I could then apply a multi-res modifier and then add a shrink wrap modifier to project the high poly details onto the base mesh.

    • The issue with this approach is that retopoflow can’t work with any model with > 1 million polygons so the model I’m working with has to be relatively “low-res”
  2. export the zbrush model with < 1 million polygons, use retopoflow in blender to create a low poly mesh. Re-import the low poly mesh into zbrush and create a displacement UV map. Jump back into blender, add a subdivision modifier to the base mesh and apply a displacement modifier with the generated UV map

    • The issue with this approach is that I have to import/export into blender/zbrush multiple times and this seems unwieldy

Are there any more streamlined approaches that people know of?