Ok so today the task was to get my base mesh into Maya and render it. Now usually this is a very painful process HOWEVER this week things have vastly improved. So this mesh in Zbrush is about 1.9 million polygons, to much for Maya BUT pixalogic released Decimation Master this week and now the sun is shining.
No more displacement maps HURRAH simply run this neat poly crunching program and hey presto a nice easy to manage 200k mesh.
I have also added an occulsion map to help out the SSS Shader.
Great results all hail the Decimation plug in from those wonderful people at Zbrush HQ.