Hi,
I understand your frustration. You have to accept that the technical aspect of working with displacement, normal, bump, and texture map is part of the art of working digitally. Just like an oil painter needs to understand how his brushes, pigments, and canvas work together. You have to take the time to study the technology, just just the way it is. And if their ever is a “one-click” solution for exporting displacements I can guarantee that within a day of its release it will be replaced by a more powerful and realistic solution that’s twice as hard to use and poorly implemented. The demands of the audience will always outpace the technology.
The reason the ZBrush/Maya workflow is so complicated is because ZBrush is meant to be used with a number of different 3D packages - not just Maya. Its unfair to XSI users if ZBrush starts to favor a Maya-centric paradigm. So this means you have a few (and I mean a very small number) of programmers at Pixologic working to come up with a solution that is solid and yet flexible enough to deal with the multitude of ways that the other 3D packages implement their displacement and normal mapping solutions. Admittedly, its not always 100% successful.
For instance, there is no standard for normal mapping at this time which is why ZMapper has so many crazy controls. And Autodesks doesn’t really care what Zbrush users use or want - they have Mudbox and lots of money, they can do whatever they want. The recent updates to the approximation editor in mental ray are a good example of this attitude, the Zbrush community had to figure out how to deal with the changes to the approximation editor, Autodesk did not exactly rush to our aid.
OK, enough of the jibber jabber -
I recommend that you download and watch Scott Spencer’s videos on Gnomonology they walk you through every aspect of working with displacement maps and normal maps. It will work eventually, but you have to understand the technology and you have to practice (just like the guitar - hell, you even have to practice guitar hero, and that’s not even real guitar!). it will be frustrating at first but you’ll get it and then you’ll be able to do it without even thinking. Also, you may have to adjust your expectations for the final result. The ZBush camera works very differently than the Maya camera, lights work differently, and materials are a whole other issue. Plus ZBrush brushes do not always translate perfectly to displacement maps. Displacement maps are a gray scale texture that push the geometry up or down depending on the value, they do not always translate pinch and inflate brushes the way you might expect which means you have to know how to work this detail properly into the model. OK, sorry that was more jibber jabber.
Good luck, I hope this help, not trying to lecture you or anything. I’ve spent many hours screaming at my renders as well so I know just where you are coming from!
MD3 code for Maya is DE-LBEK-EAEAEA-R32 this will flip the texture for you.