The question that I have first is: Are you going to be using this mesh in ZBrush, or do you intend to take it back to Max? If you will be using it in ZBrush, then it doesn’t matter what you do to the mesh and life is easier for us. If you plan to take it back to Max, does it need to remain tris? I’m guessing not or you wouldn’t have tried dividing the mesh, but I want to be sure.
If you plan to take it back to Max and need it to remain as triangles, then you shouldn’t even mess with any of this stuff. Just sculpt it as triangles and make sure Tool>Modifiers>Smooth remains set at 0 (or set it to .01 if you are using TextureMaster).
If the polygons don’t matter at all, then here is an option:
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Go to Tool>Inventory and maximize the Tris2Quads setting, then import the mesh using the import button there. ZBrush will then attempt to combine triangles into quads as much as possible while importing the mesh.
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After that has been done, the Tool>Modifiers>Deformation>Divide button should work better. You will most likely want to follow it up with the Smooth deformation in order to average adjacent vertices and get a smoother mesh.
The reason that you are having problems in your example is simply due to the poly arrangement in your model. Those puckers are happening wherever the mesh has a high number of polygons connected by a single vertex. If the tips above don’t work, you’ll need to use a non-ZBrush conversion method or restructure your mesh.