This is very very cool, the part of ZBrush’s workflow that made things confusing has been sorted out – fantastic!
One of the core functions of ZBrush has always been to provide artists the ability to create in an environment that allows for complete freedom of expression. The lack of technical barriers that make working with in ZBrush feel like real world sculpting and painting is why so many have created such ground breaking work.
While you are working in another 3D application, and need to bring your model into ZBrush so you can use the intuitive sculpting and painting tools to add a high level of realism, all you need to do is select your mesh and press the GoZ icon installed in your software to automatically launch ZBrush, and import your mesh. Once you have your model in ZBrush you can divide your geometry up to a billion polygons, use an assortment of sculpting brushes, and apply realistic textures. When you have finished adding all the detail you want, with a single click of a button you can create a texture map, normal map, and even displacement map. Your model and all of the maps you created for it can then be sent back to the 3D package of your choice. All of the maps you created are automatically connected to appropriate shading networks so you can view all of your ZBrush work right away directly on the geometry you started with.
With GoZ at the center of your modeling, texturing, and rending process, you are free to create anything from organic to hard surfaces assets with out slowing yourself down to do timely exporting and importing operation. ZBrush has always allowed artists to work at the speed of their imagination. GoZ now breaks down the walls between other applications extending the power and fluid nature of ZBrush even further.
http://www.pixologic.com/zbrush/features/GoZBrush/ – for more info