hey again!
-here’s the update i promised. not much… i’ve textured some more of his armor and made some new grenades (the old ones where a bit too small for his hands).
deda: about the displacement map. after doing all my sculpting (in zbrush) i exported lvl2 of the model, because it was closer to the final, without being too poly-heavy. then i exported a 2k displacement map with the highest settings and converted it to rgb in photoshop (zbrush puts out grayscale displacements).
in maya i added the newly made map and added a displacement appoximation, because i’ll render with mental ray.
i found a very good thread at zbc, which covers it all. i know they had a movie once, explaining this aswell.
link
the only thing i don’t really do as in this tutorial is using the exact “alpha depth factor” number. they dosen’t always seems to work as planned (atleast not for me).
hope some of this helps. i’m pretty sure you can find more great threads here at cgtalk aswell as over at zbrushcentral, which covers this.
lastly i put up a pict, showing my shading network and the displacement settings.

and the update…

c&c is as always welcome.
-r