I’ve had problems trying to import Zbrush AUVtiled .obj into Maya 4.5, so be sure that you test out the UV layout before you get started with displacements etc.
I attribute the problem to the fact that AUVtiles have a very large UV vertex count, and Maya crashed often during import of large polygon count models. I did a tutorial, now obsolete, that fixed this problem for me. It’s actually quite similar to GUVtiles, although not as nice as GUVtiles. You can see it :here:
AUVtiles do work quite well in Maya though. The problems I ran into were on models that had a lot of polygons, like 200,000+ polygons or more. I actually successfully imported a 900,000 polygon model into Zbrush 1.55, but when I assigned AUVtiles too it it no longer would import into Maya. If you look on my site you can see an Ent that I made in Zbrush. The texture, displacement, and other maps, all AUVtiles, works quite well. In fact, I even used a layered shader to apply a different texture map on the Ent, the moss. I was impressed with the results, and I am sure others will be too once they find out the ease of AUVtiles.
My only advice is to check the model in Maya before you go into detailing the model in Z2.
PS: I don’t know how this would work, but it might be worth the experiment. You can have multiple UV sets on your model within Maya, so it might be possible to use Z2’s GUVtile map for a displacement map, and a custom map for the texture. I’ll have to do some more research on it, but I believe that might work as well.