What I know already: Blender has very nice UV tools and a great MDL exporter. Some work involved, you get a great model with UVs into A:M. Blender UVing is seam based and gives you good control over the layout.
zBrush has some great UV tools too, but without the level of control you have in Blender.
The thing is, you can export a model from blender (after prepearing it for it) to A:M again (including the UV layout) and via OBJ to work on it to zBrush.
The sculpted deformations you bake in zBrush you can use the previously done UV Layout. So the UV layout on the A:M model and the zBrush model is the same and you can use the baked sculpting displacement maps from zBrush in Blender.
I was hoping to get wrinkles of cloth and such done and rendered in A:M.
Now there is the issue that you have a lot of setups for baking, exporting and using the maps in zBrush and in A:M. There I was hoping to get some assistance ...
Question: When i started working with Hash software, it was called Playmation ... am i old? I dont feel so ...