I also tried to make my uv map 4k instead of 2k, by going to tool>uv map and upping it to 4k, but this does not do anything either when I project. …, but is there no other way of projecting more detail on the model using spotlight?
The UV Map resolutions will change the size of a texture that zbrush bakes. So after upping the res, you’d have to create a new map (such as tool: texture map: new from polypaint).
Beyond the size of the map you wont see much of a difference however. I’m pretty sure spotlight is using polypaint (vertex colors). As a result it’s not going to care about your texture resolution (which is already more than ample for those hairs), only the density of the mesh will matter when painting. If you want to project color information that is that detailed onto the model using Spotlight/Polypaint, then the verts are going to need to be there in order to support it.
13 million may seem like a lot of verts (and it can be), but like Beta was saying, the number alone doesn’t mean much. It’s quite possible that the bulk of those verts are actually found in the face or hands or some other area, leaving the vertex density/distribution in that chest area more lacking compared to the level of detail that you want to project. So you may need to either subdivide the mesh yet again, consider a unified skin which would have the verts more evenly distributed, or look into methods other than polypainting for the rest of the texturing (an applied texture+projection master in zbrush, or painting the texture itself in an external program like photoshop). If this character is wearing any clothing, you could try splitting the body up into more subtools (the borders hidden by the clothing) in order to let you subdivide the specific area further.