I guess I didn’t explain my point clearly, I apologize. Yes of course you want to keep your model in quads when modeling and for nice sub division and displacement that is a given. What I am saying is that most every other application when it renders your object and gives you your “poly count” it gives it to you correctly, in tris. Not quads.
Create a simple 6 sided box in max or maya and look at the poly count when rendered its 12 not 6. That is because it is counting every tri. In zbrush a 6 sided box’s poly count is 6, because its counting quads not tris. (Which is not the norm with most rendering engines and applications that deal with polys. Game engines in particular. )
Same situation if you imported your high rez mesh directly into max from zbrush. lets say you imported your mesh from zbrush. and in zbrush its poly count is 4 million. once imported into max (if possible :)) the count would automatically be 8 million because upon import of an obj max converts the mesh to an editable mesh which counts your tris automatically.
But the main point was being that if you rendered a 6 sided box in max, the rendered poly count is 12 tris. This basically meaning that you’re rendered poly count in max needs to be double that of zbrush in order to get the same level of detail.
So if you had a 4 million poly mesh in zbrush which counts in quads. And you wanted to replicate that same mesh in max it would have to be 8 million tris at redner time in order to replicate that same mesh. This is because max counts in tris and not quads at render time. If you only set it to render 4 million tris that technically is only 2 million quads and thus half of the required resolution to match zbrush.
Sorry for the confusion mate.