ZBrushCentral

Sculpting without adding division?

Hi, I’d like to know if there is a way to sculpt using zbrush tools without having to add subdivision.
I’d like to have the same behavior as in maya where you just view your subd mesh but your are actually modifying your base mesh.
If I import a mesh in Zbrush to use its tools, that I prefer from maya, the mesh is unsmooth, but if I smooth and sculpt it doesn’t affect the base mesh the same way as in maya. You are actually sculpting on all the vertices of your higher mesh.
Plus if you export back your base mesh in maya the resulting mesh is really smooth and lack of the form you were sculpting.
Does zbrush support a workflow where you preview your subd mesh but sculpt on your base mesh?

Thanks.

You should look into Normal maps. I assume the point is to transfer the high detail sculpt onto the low mesh in Maya for rendering.