Thanks.
Well, now some more info for you Ulco:
First let me show you a ZB-screenshot that shows some details of the surface.
You can see them here a bit clearer than on TG renders.
Here are some comparison shots that show the differences between
no normals (or normals without using smooth normals) and normals
with smooth normals on (should be one of the main reasons for using
normals on imported models).
You can clearly see that everything has a rather blurry look with 'use smooth
normals' on. That way you loose some sharpness and
jaggyness.To be noticed better
on close ups of course(just like the polygon-edges). Some details of the sculpt
get lost in softness.
That alone could have caused my decision.
There are at least 2 more effects that don't really improve the look of the model.
The cast shadows are almost the ones from the no normals or the not smoothed normals.
Related to the already discussed shadows on too low poly objects I assume.
The (ambient) Occlusion weight of TG's Gisd also uses the unsmoothed polys effect.
So that makes close ups not the appropriate choice here.
Now for the bump stuff.
First another close up and then the same with the cavity map i used.
The 2nd image shows that more or less almost the whole surface is covered.
Appling additional TG bumps would cover or destroy the already exsisting
stuff.
Furthermore the TG bumps and dents can't be integrated in the cavity mask.
So, if I would like more or different bumps and stuff I'd apply those in
ZB, because then they could be integrated in the cavity mask.
You can apply perlin or voronoi and other noises in ZB.Wanted to do that
originally, but changed my plan while doing the sculpture.
So or so my fix goal for this sculpt was to just apply some PF-based coloring
in TG (and of course some specularity and reflections).
Hope this explains it better and in case you still have questions, feel free
to ask again.