you could test the dispmap... if the displaced object looks like the original everything is fine...
import your level0 into a new mudbox scene...
subdivide it up to the same polycount as your highress was...
displace the object with your dispmap... maps --> sculpt using map
to get good looking displacement its best to have an even distributed quad mesh as base...
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
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