I might be mistaken as I dont currently have zbrush in front of me, but try upping your zintensity on the brush. If that's not it, then there's a slider in the brush modifiers to add some depth back to it.
You need to export a .fbx file, add an Edit Poly modifier on your object, don't collapse, and in export options make sure Triangulate is off (both in Max and Maya)
I got it to 3.6k tris. Is that too high? Also, is using the optimise modifier bad? I thought it was alright but you guys have more experience than me :D
You need to apply a smoothing group/s Edit Which you can find either via the "smooth" modifier, or in face/element mode of edit poly it will be in the main rollout.
shellnut : you should turn down the shine:) I decided to modify the color scheme for my last ogremagi club : link : http://steamcommunity.com/sharedfiles/filedetails/?id=140378733
Do you mean the image 1 and 2 should be more similar? Is that not dictated in this case by the amount of displacement you set in the displace modifier (strength) and the resolution of your subdivided mesh?
I'd try modifying particle parameters in Kismet. You can choose what variables you want to edit in Kismet by choosing particle parameter type distributions for them in Cascade.
You can't put M + click (like a marking menu in Maya) for a quad menu. Just keyboard shortcuts (M) or Click + modifiers (Shift, Alt, Ctrl + Mouse click).
Also, if i modify those values to 0, problem is solved but once I go down the animation line, even one frame, the issue reverts and goes back to that offset.
Although i see how the script applies the the edit poly modifier at runtime i added one before just to be sure and hid all faces. Didnt change anything...