Found this one, if it helps you..
https://www.youtube.com/watch?v=wzOF0WCuKe4Other than that, when I am thinking about it...you can move around the topology of the low poly model, in edit mode or in sculpt mode, but not change the topology (remesh, aplying modifiers, etc.), just the big forms, and if you want to sculpt the surface details, you will probably need the Low Poly version, that will be the character, you have in CC and the topology we are not touching on, and High Poly version, which you can make from low poly one by subdividing, remeshing, etc. and you sculpt the details, surface, but main proportions stays as you make them in CC... than you bake the High to Normal maps, and put the new normal maps in Texture panel in CC in a slot for normal maps. That way, only the low poly one, where we did not touch the topology can be imported back to cc, but the High one is used only as a sculpt for baking that normal maps... hope it make sense and as I said, just thinking. Good luck!