when I go low to high poly, i often have some large polys that dont subdivide well when I go from 3ds max to Zbrush i.e.

I’m assuming I just have to add more topology to the base mesh before subdividing obviously-- but whenever I tested out ways to add more edges or remove edges during optimization (since it’s just a flat wall for the asset above), I’ve had problems of always getting screwed up UV’s, whether it’s from optimization in 3ds max or inside Zbrush. Sorry, I’m still a bit new to Zbrush and dont know some of the tools and techniques. 