I've just seen a very small tool which would be the most insanely useful thing to have in ZBrush.
Vlado at Chaosgroup has written a VRMesh exporter for Mudbox, it takes a lower subdivision level as the preview mesh and allows textures to be baked into the vertex color channels. This will cut out a huge portion of our workflow and make working with high resolution models painless and really easy to go from ZBrush to Max/Maya and render with VRay. And with the vertex color channel workflow we don't even need to save the textures out.
At the moment exporting Displacement maps and getting them to displace correctly always seems to be some-what of a lottery and can eat RAM, so we normally export the full high-resolution models, import into 3dsmax and then convert to VRayProxy, which takes a little while and doesn't automatically create a preview model that is representative of the final mesh. The voxelised VrayProxy mesh is incredibly efficient to use for rendering with it dynamically loading data in when needed.
I'm sure we could probably make a script which would export OBJ/PLY/FBX and then run the VRay Obj_to_VRmesh utility but for the sake of simplicity this would be a wonderful thing to have!
Upon seeing the Mudbox version, lots of us are instantly asking for a ZBrush version but Vlado says he doesn't have API access to create this. can we find a way to help him? It would cut a hugely time-consuming portion of our workflow out and enable us to use ZBrush on more projects as it would be simpler to work with these amazing meshes we can make. We've just finally bought a site license here at www.TaylorJames.com and I would really like to see Zbrush used on every high resolution print job we do.