It can't really be this long-winded can it?
I just did research on how to do this and all I can find is that you
build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot
Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again?
Is there no way to automate putting it back on?
COME ON software devs
you should bake the polypaint texture map with xnormal or something
cont. if you don't bake polypaint from highres mesh it would be just a muddy mess
>UV Map model
>Subdivide enough to polypaint
>Texture Map:Create:From Polypaint.
Done. Use the texture with the un-subdivided mesh.