Well, this is not as complicated as you maybe think.
What you need:
- An object with multiple subdivision (and of course sculpted details)
- UV for the object
This is how you do it:
- Go to Zplugin -> Multi Map Exporter
- Turn on Displacement
- Turn on Export Mesh
- Set the Map Size
- Make sure FlipV is tured on
- Go to Export Options -> Displacement Map
- Turn on: Adaptive, 3 Channels, 32Bit, exr
Mid: 0 or 0.5 (in Maya you can use both)
In this case you don’t need to adjust any other attribute. So leave the Scale:1, Intensity:0, 16Bit scale off, also you don’t need the Get Scale feature.
- Mesh Export settings:
Turn on Quad, Mrg, Grp
Quad and Merge are super important! (After the export check the UVs are merged, if not, run a Merge UVs command in Maya.)
Turn off Tri and Flp
- You can save this presets with the Load/Save Presets button
- Click the Create All Maps button
- After you connected the texture through a Displacement shader check the Alpha is Luminance (File node) is turned on.
- Set the Alpha Offset to -0.5 if you previously set the Mid value to 0.5 in ZBrush.
- Set Color Space to Raw.
- Of course you have to set a subdivision level in the Mesh node, Arnold Section, Type: catclark and Iterations.