Or you could store a morphtarget of the lowest subdivision level after importing it into zbrush. When you are finished you go back to your lowest level and restore the morph target.
Did you reset the transforms? What are you baking with? Are you using a cage? What does the bake look like applied inside of the target renderer? Is that a ritz cracker in the bowl?
I had a similar issue, I had part of the mesh hidden and that seemed to be the reason for me. I assume it's something to do with the stored morph target and hidden mesh fighting.
No need! It'll evacuate through every possible orifice on its own. Games are more than the lowest common denominator of games knowledge that this is targeting, it's not helping anyone in any way.
Here's an example of low-poly teeth from the FaceTopology wiki page, might help you. http://wiki.polycount.com/FaceTopology?action=AttachFile&do=view&target=JuliusHettig_game-teeth.jpg
It really depends on the scope of the project and the importance of the object. You can use bones with a lot of soft skin weights, or you could morph target, blend shapes or vertex animation.
It's also good to set a morph target before you apply the alpha, so you can quickly add variation and wear to sections of the applied alpha just with the morph brush.
You have to make a copy of your UT3 icon and right click it, go to properties, click on the target line, and add the word editor at the end. Open it and your good to go.
yeah or if you need to make a triangle face just shift drag the edge, collapse the side that will come to a point and target weld, I've always found create face annoying :|