You map the low-poly version as that obviously is a lot easier as there are far less polygons to map. Then you apply the meshsmooth modifier.
Acutally it doesn't matter if you apply meshsmooth first and then map it or the other way round. UV-maps always relate to the low poly mesh. The only thing you need to remember is not to collapse the stack when you applied meshsmooth. As that will "bake" the meshsmooth in the mesh and you'll loose your low-poly one.
BTW as you've got Cinema4d as your 2nd app - it's the same there. UV-map the low poly mesh and do not convert the Hyper-NURBS so you keep the low poly cage.
Suit yourself Zabiegly. Chuggnut's unwrap tools simply add more functionality to existing uv tools and bring some extra cool stuff like aligning and spacing that makes UV layout easier for me. It's one of the first scripts I grab when setting up my workstation.
By the way, Max 8 has pelt mapping too. I'm not sure, but I think Autodesk released it to subscribers mid Max 7.
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Acutally it doesn't matter if you apply meshsmooth first and then map it or the other way round. UV-maps always relate to the low poly mesh. The only thing you need to remember is not to collapse the stack when you applied meshsmooth. As that will "bake" the meshsmooth in the mesh and you'll loose your low-poly one.
BTW as you've got Cinema4d as your 2nd app - it's the same there. UV-map the low poly mesh and do not convert the Hyper-NURBS so you keep the low poly cage.
By the way, Max 8 has pelt mapping too. I'm not sure, but I think Autodesk released it to subscribers mid Max 7.