ZBrushCentral

Capturing all the detail - Texture & Displacement maps

I recently started a new character design to test out some high detailing methods and it was all working great, ive gotten used to working with multiple subdivisions and even put most of the texturing for different parts of the body into seperate layers so I can mess with the power of certain details.

The whole mesh is UV mapped and ready to go but im having lots of difficulty with the displacement and normal maps…

I have no idea how to go about changing the resolution of the map so that it will contain ALL the tiny details (the skin textures and all) because the mesh is detailed at 16 mill polygons there is a lot of tiny detail that I want to capture in a displacement map so that I can use a lower poly mesh to save lag.

So far when I extract a displacement map it exports at 2048x2048 which doesnt even scratch the surface at trying to capture all the skin textures and detailing… Is there a way to optimize the displacement extraction so that it includes ALL the tiny detail?

Also I have run into a problem where after exporting the disp-map the model turns black and isnt affected by lighting? Its not a major issue as I can just use an external program from thereout (as long as I have a working high detail displacement map) but just wondering.

(want to know the same thing about normal and texture map too)!

//A