ZBrushCentral

How to integrate Zbrush into a working pipeline?

I’m using 3ds max. I consider myself fairly competent with 3d modeling, but I wouldn’t say I’m amazing or an expert by any means. I’m still learning.
With that in mind I want to ask how I would go about integrating Zbrush into my production pipeline. I’m designing for video games so as such I work with poly budgets and whatnot.

As of now I model a base mesh in 3ds max, UVW unwrap, and export into zbrush. From there I sculpt, add details, subdivide etc.

lets say I get to 2-3million polygons with a fully polypainted mesh. I make the texture into a UV map, I decimate a few times with keep UVs checked, and then I export to 3ds max and try to rotate the uv and apply it but it doesn’t fit the mesh. I feel like there’s an obvious reason for this. How can I fix my designing pipeline? Also any tips on carrying over details into the low poly mesh? I already know of Cavity masks, and painting cavities into textures but besides that I’m lost.

Sorry if the question is worded confusingly. Thanks in advance!
Also apologies if this is the wrong section, I couldn’t find a help or questions section.

There are a few places it can fit snuggly into a pipeline. Concepting, modeling/sculpting, UV’ing and texturing are common ones for me.

ZBrush flips UVs vertically, which is why your UVs wont match up with just rotating. You can flip them back in Max or zbrush, or flip the texture itself.

For carrying details over, my tool of choice is XNormal. It can spit out normal maps, cavity maps, ambient occlusion maps, polypaint (which means your sculpt wont even need UV data), and a whole lot more. Which maps you’ll want to bake and how you use them will depend largely on the style you’re aiming for.