Well what I've been doing was importing yhe decimated-denoised mesh into Photoscan, building a texture map for it and exporting an FBX file from Photoscan including a texture being made through it. Then i would take it into 3ds max which actually opens up the mesh with the texture in place correctly, then I would export that into an OBJ keeping yhe texture coordinates during the export, finally that exported OBJ containing UVs is imported into Zbrush and when i start applying a texture map it works, but not as it should be, it looks completely patchy and messy, reading it all wrong

And it's really strange, the mesh isnt that heavy but everytime i try adding a UVW Unwrap modifier to the mesh in 3ds max is seriously has a very hard time doing so, keep freezing, unresponsive and somewhat slow. I just thought i could redo the seams there and export a new texture based on that before doing any changes to it in Zbrush.
So I suppose what you're saying is, import the decimated-denoised mesh into Photoscan and build a texture using 'Keep UVs'? But wouldn't the outcome be different from 'Generic' or if one was to use any other option?
Also how would this differ? The mesh would still be the same and tbe exported texture map looks the same too (from my recollection).