I hope it will fix it for you too if you. You can also run the Mesh Integrity Check in Zbrush to make sure it's OK before exporting. After searching a bit about how to fix this particular issue I stumbled upon a very nice fix solution to the problem. Importing FBX in MAX from other programs not necessarily adds a subdivision modifier. There are not options related in the Zbrush FBX exporter. In my experience, the resulting mesh should then import fine into Max. Export FBX from Zbrush to MAX Each time that I do it, Max adds a subdivision modifier to all objects (opensubdiv), even if I deactivate all options in the Max importer. Then when you are done with that, turn dynamesh off and Run Zremesher to your desired polycount. I cannot explain why this mesh imports fine into Maya, but the workflow for me from Max to Zbrush and back would not use decimation at all for this mesh, but rather after import from max, use dynamesh with enough resolution to preserve your details (but not more than you need either) and sculpt as you want making sure that you periodically refresh the quad topology with dynamesh. Also, when you sculpted in Zbrush were you using Dynamesh periodically or were you just subdividing the triangulated mesh that you sent over from Max? That can create a real mess, since sculpting is best with even quads which is what dynamesh creates. If you try to run Zremesher after decimation like that it doesn't work because there are actually holes in the mesh. I am not sure how hi poly you took it in zbrush before decimation, but you decimated it all the way down to around 23K active points and the topology looks pretty bad to me. It looks to me like the the decimation you did In Zbrush was too extreme and wrecked the mesh.
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