After making new buttons for alstons cap, I discovered that the Zbrush mesh for was somehow corrupted. Came up with a decent workaround:
- Import the cap that was skinned in max (in other cases export to max, import there, check the mesh/UV's, then reexport to Zbrush)
- Append this as a subtool to the old high poly sculpt, and subdivide to appropriate level.
- Make sure they line up perfectly, and are both at the lowest subdiv level.
- Have the new (MAX) Mesh selected, and the old one visible. Hit Project all in the subtool menu.
- Go up one s-div level on both tools and repeat up to the topmost one. (This isnt supposed to be necessary, but i find that it helps a lot with accuracy.
- Review your new mesh details.
- To get polypainting over turn on just RGB in the draw palette, and project all at the higest level. (make sure colorize is on.)
In any case, here is the picture of the finished cap in zbrush:

Now, have a look at the next problem, this time inside max:

It would seem like my UV's are stretched (thought they where pretty nice really)
Next on the do list: Fix UV's, and make a specular map to get the shader set up for the cap.
Edit: Hmm, cant see to much crap on these. This might be trouble.