Ok.
A few Q:s about the actual workflow contra solution to my problem.
Scenario/scene:
I have this character I’m working on, I have retopologized it once to get more
dense polys in the facearea.
*Here is the first “problem”: Some details still gets jagged?! Why?
Ok.
So I exported it as a .obj, fixed up a lot of polys in Cinema 4D and saved it
Imported it in ZB again. Great. But I had to get up to SDL 6! to get a smooth
and satisfying result.
*Second “problem”, The total polycount is now approx 15 milj polys.
Now the workflow Q:
Can I divide this character into subtools, torso, head, arms etc to benefit
the high polycount modeling?
I mean, if I do so won’t the edges between the different bodyparts/subtools
be at risk of getting out of perspective against each other? Example
The edge between the head and torso has to be locked somehow or
it will create a gap if you sculpt near the borders. Solution?
I hope I have explained it short and clear enough 
Best.
Specs:
ZB 3.1
C4D R11
XP x64
8 Gb Ram
ATI Radeon 4870 x2, 2 Gb Ram
Intel Quad 2.8
