Ok, now we have the colour/diffuse map for the model. What we have to do now is to create a mask based on the intensity of this map. It's a great way to get information about the bump/displace of the real photo.
Now we can use some tricks in Zbrush. Using the commands inflate and smooth, on the deformation menu, we can apply a "bump" on the model and with this technique you get a great base to start to deform your model with the traditional tools of Zbrush, inflate brush, projection master etc.
This is the model after some adjusts.
3DTotal
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Now we can export the bump/displace to use in 3dsmax.