Progress Update!
After the face sculpt for our character was retopologized, it was imported into 3Ds Max so we can start with morphers. However, some parts of the sculpt was triangulated and that was holding us back from starting with the morphers (as any change in polycount wouldn't work as a morpher target).
The solution that was used in this case was taking the mesh back into zbrush, using the z-modeler brush, and clicking on the "flip polygons" option. The flipped polygons weren't noticed at first because "double sided polygons" mode was on.