Attached Link: ZBrush Central files and thread here

Over at ZBrush Central there has been an interesting thread on importing ZBrush displacement maps into different renderers. Eric was good enough to post a message here some weeks back on how to do this for C with his updated version of Anything Grooves but I thought I'd recap for anyone that's interested, using the files from ZBrush Central. (I have quoted from Eric's original message but added in a few of my own settings specific to this example) 1. Import the base OBJ file. On the import object select Vertex Primitives and Create Single Polymesh. 2. Open the object in the Vertex Modeler. 3. Select Edit|Select All. 4. Select Selection|Smooth Edges. 5. On the Modeling tab in the Selection section, turn on Smooth and turn up the Subdivision Level to your CPU and memory limits (I used 4). 6. Apply Anything Grooves, set the U and V samples to 1 (so no new vertices are created). Other settings: Low: -0.5 High 1.25 but these may need to be adjusted to suit your map. If your subdivision is low turn on Smooth Angle to 10 or 20. 7. When you build the shader for the displacement,the map needs to be flipped vertically and the Levels adjusted in PS or similar (I used Auto-Levels) then import the displacement map to your shader, turn on Interpolate and set the Filtering on Summed Area Table or Gaussian Filter.