ZBrushCentral

16-bit Displacement Worflow: Zbrush to Modo

I cannot seem to get 16-bit displacement maps exported from Zbrush to work properly in Modo. The problem I am getting is the negative displacement do not seem to be enough compared to the positive displacement or looks inflated. Upon inspecting the map it seems like the highs and the lows are missing, i.e the whites and blacks are very subtle, and everything is mostly values of gray. I did a quick histogram/level adjust to fix it in photoshop.

I am not sure if its the scale of the obj that I am importing in Zbrush is throwing things off, or what exact values I need to dial in the Low and High Value settings of the displacement texture node in Modo. I have tried Driver and Gradient to control the displacement as well, which works for all other displacements maps except anything 16-bit generated from Zbrush. I am not sure if I am able to get accurate displacement that looks exactly like the sculpt in Zbrush. 32-bit works right off the bat all the time, but I am having a hard time trying to figure out what or where I need to make changes to get accurate 16-bit displacement map from Zbrush to Modo everytime.

My Zbrush Displacement settings are

Adaptive = Off
DpSubPix = 1 or 4
Smooth UV = Off
Mid = 0.5

I have tried generating both regular Scale setting found in the Multi-map Exporter, also used Get Scale to retrieve intensity and scale value with 16-bit Scale button turned on as well. I fix I found through trial and error is that I had to UNIFY (under deformation tab in Zbrush) first, which shrinks my mesh. Then if I make the displacement it looks accurate. This can’t be it, can it?

Anyone here have any experience in generating 16-bit displacement workflow that works every time?