3. When you havefinished the sculpting, adjust the subdivision level of the model to the lowestvalue (Tools/Geometry/Lower Res button or Subdivision levelslider).
Generating and exporting displacement map
The parts mirrored onto each other has to be hidden.
Tool/Displacement, using the following settings: DPRes (the size of the DMap to save): 4096, Adaptive Scan mode - this is an optimal setting that makes generating DMaps faster, while the resolution of the map will be good too (Zbrush will do more sampling at the more detailed and less at the less detailed parts), SmoothUV (in modo the UV of subdiv models are smoothed by default) and Create DispMap.
The generated DMap can be found in the Alpha menu, you can export it from here as a 16 bit tiff.
Before exporting it, you have to mirror it vertically (Alpha/Flip V). It's important to take note of the Alpha Depth Factor belonging to the alpha (Alpha/ALpha Depht Factor), because using this Depth-Intensity value can you configure the volume of the DMap in Modo.
You'll need a cavity map for the spider's material in modo. This is generated in ZBrush too:
1. Adjust the subdivision level of the model to the lowest value (Tools/Geometry/Lower Res button or Subdivision level slider), and hide the parts mirrored onto each other.
2. Launch Zmapper (Zplugin/ZMapper).
3. Click on Normal & Cavity Map tab, turn on Flip Image Vertically, adjust the resolution of the map using the settings of Samples and Subdivide, adjust Cavity Intensity, and click Create CavityMap.
The generated cavity map canbe found amongst the textures, and can be exported to the needed format(Texture/Export).