Hello!
For a project I am doing at the university I am having a weird problem when trying to apply displacement maps to my character from Zbrush to Maya.
One thing to note as well is that I have multiple UV tiles, but as I was laying them out I suddenly got loads of separate faces here and there on the character, I have no Idea where they were coming from (so I put them on a separate tile, the last one, alongside with some other Uvs that won’t be displayed anyway). I tried to unwrap the character again but I got the same result.

Firstly Iimported the lowest subdivisions of the character from Zbrush into Maya, andusing Mental ray I rendered it and it displayed fine. But as soon as I appliedsubdivisions with the approximation editor and removed the objects feature displacementit just rendered black while other objects work perfectly.
So I triedV-ray insead, which I am using for the first time, and it subdivides justfine. Following the displacement set up on this blog: http://hellobard.wordpress.com/2011/09/26/v-ray-for-maya-displacement-tutorial/
I managedto get the displacement to show as well, but I get weird deformation on theeyelids and mouth as well as some other parts of the body and one of the hands (not both of them for some strange reason…) When I render I get an error in the script editor // Warning: Some faces of CharacterShape@mesh1@subdivGeometry were removed because they were duplicates of other faces. //
So there is definately something wrong with the geomitry. I have tried the clean up, to merge the whole character and and to soften the edges but nothing works…

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[size=3][font=Calibri][color=white]These aremy displacement settings in Zbrush

I alsotried another object the same way and I get similar results around the edges. Top images how it looks in maya, bottom images how it looks in Zbrush.

Any ideas? 
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