I am working on a "big" project, at last big for me

As i said i created it with ZBrush, there are millions of polygon on it so i decided to create an another shape and try to apply textures on it before working on big file (to see if i can manage to do it or not)
I created a shape, Unwrap it in ZBrush with UV Master tool, adjusted seams, and applied it to object again, draw some colours on it, converted this paintings to normal texture, exported my OBJ to 3ds Max 2010 with the texture. In viewport i can see textures but texture was upside down and it was on 3ds Max own material menu so i am clicking on Standard button and choosing Indigo Main, then i am clicking on Maps section and choosing Diffuse on Indigo menu, then selecting Bitmap, then rotating U for 180 degrees and it becomes allright, no upside down, i can see it in 3d Viewport... But when i click render, Indigo gives me upside down image... I did not Unwrap it because when i rotated image for 180 degrees and it is allrgiht (i am posting Unwrap window also, you can check it) I dont know if i have to click somewhere on Unwrap menu to apply, or confirm UV's to say Indigo "hey these are your UV coordinates, so please use them !!"
Can you please enlighten me, it is my first big project, dont want to be unsuccessful...
Edit: And by the way, i am checking ZBrush forums also and i realize that %99 of ZBrush-Max users creating their meshes with 3ds Max and then exporting to ZBrush then importing to 3ds Max again...But i created it with ZBrush and i will export it to Max only for rendering...Whats the advantage of first way and disadvantage of mine?
Thank you,
Bugra