Pretty sure that using Collapse To will work on WSM path deform objects. Either that or adding an Edit Poly modifier and then using Collapse To instead of just Collapse.
Is this the exact copy or did you export/reimport one of them as obj ? Is morpher modifier working ? Else, try this maybe ? http://www.martijnvanherk.com/page/morphix.html
lighttray: it's on the right by in your modify panel. Go all the way to the right side of it, I believe the icon is a hammer. Then go to more, and look for the polygon counter.
When I applied these modifiers, exported as obj (selecting also triangulate faces) and imported the model in Zbrush, the mesh is destroyed. I don't know how to fix it :(
Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
Well as the tittle implies, for some reason in my 3d max bitmap fit in the uvw Map modifier is not scaling correctly :/ don't really know why... Here's the blueprints and a screenshot of the problem :