You dont need to bake it twice, just make a simple tiling normal map from a small section of rope, spline out your lowpoly and you're done. That is of course assuming that this rope is hanging accross your scene. If all you need is a long hanging rope, there is no reason the model the entire thing in HP. If you're wraping…
i would suspect people would do as i have in the past, texture the high poly up in zbrush using poly paint, then transfer that over to a huge auto wraped texture sheet for the high poly. import that model into max and then bake the colors at the same time as baking the normals, you can bake them straight out in zbrush but…