Usually what you want to do is have your lowest mesh UVed to the same as your highmesh.
You can do this in different 3D app or use the UV Master plugin for Zbrush.
Feel free to paint in your highest SubD, even if it millions. Aslong as your highest resolution mesh UV’s match the lowest then you should be okay.
If you don’t have any lower subD for some reason you can create them by using Tool:Geometry:Recreate Lower Devisions. And then export that low poly mesh to a 3D app or UV that one with UV Master.
If you have already painted your hi-res mesh but DON’T have it UVed, then
-you can store your Morph Target in Tool:Morph Target: StoreMT., go to your lowest subD level and import an UVed low poly mesh, then hit Switch under MorphTarget.
OR
-UV map your hi-res mesh using UV Master and export the Texture map(tif/psd/etc) and the low res mesh(obj) into what ever program you want.
You don’t really need to worry about decimation if you plan on doing it for a game as generally the meshes are pretty low. Say your hi-res is 5million and your low res is 10,000. you only need to export the base mesh (lowest subD) [Decimation is more for like 5million to 50k; in which you still want a hi res mesh just not as high.]
You basically need 3 things
-Low polymesh for the game
-Hi poly mesh with detailed sculpt/colors
-Texture map generated at the highest subD level and exported.
The two meshes need to have the same UV layout.
Hope this helps.
Let me know if you have any more questions.