Hi, i think i can help you. I spend the whole day trying to fix this weird “wave” artifacts. Is impossible…with zbrush 4R2. It Doesnt matter that i changed my Uvs for the Uv Master´s automatics Uvs, select other image format, other preferences or more or less subdivisions, or GoZ to 3ds max to AutoSmooth normals, or delete polygroups…nothing.
At least for me this is what it works in my imac 21.5 bootcamp Windows 7 x64:
-Open your subtool in zbrush 4R2. Export your high subdivision level and your low subdivision level. I choose subdv 5 and subdv 2, because my mesh is organic, a realistic head, and its easy loose detail at the ears.
-Open Zbrush 4, the old one. Import your models (i mean IMPORT, not Load Tool), low and high resolution, it doesnt matter what is first, only thing important is that you load another subtool (a cilinder, …) between your models, to me works this way.
-Once you got your high and low res models as subtools, select the high one, pick up Tool>Subtool>Append and choose the other one, the low res model.
-Select the Low Res model and Pick up Tool>Geometry>Divide as you need to get closer to the detail of your high res model, 4 subdivisions is what i need
(i load a 2subd as Low Res model, so to get close to a 5Subd High Res model i need 3 subdivisions more…so my Low Res model have 4 Subd now).
-Keep sure that you have selected your Low Res model with enough subdivisions and that you have loaded in the same subtool your High Res model at the top of the list (and Keep sure that you have selected your Low Res model with enough subdivisions again) and go to Tool>Geometry>Project all.
-You will see that the projection detail is perfect. Now uncheck the eye of your High Res model or delete it.
-Get the Zplugin Uv Master.
-What i did is next: i check Polygroups and uncheck Symmetry in the Uv Master Dialog (Zplugin>UV Master), because with polygroups you can select part of your mesh like Uv Seems, and uncheck symmetry because my model is a asymmetrical head. Pick up Unwrap.
-Tool>Uv Map>Uv Map Size to chooes the resolution of your map. Tool>Texture>New Texture. Clone Texture (in texture Dialog). Menu-> Texture>MakeAlpha. Menu-> Alpha and check the Texture.
-Choose your “Low Res model” (now remember that you have all the subdivision levels and detail that you need) and Tool>Displacement map> load the texture of the previous step and check Adaptative, Smooth Uv, Flip V, 3 Channels, Mode active and DpSubPix 2. Create DispMap and wait a few seconds or minutes and thats is.
I hope this would be helpful to you too.
Note: I tried get the displacement map with zbrush 4R2 and Mudbox 2012 and the results are the same: nothing useful, weir artefacts. Perhaps my mesh has something weird, but with zbrush 4 it doesnt matter. The only problem that i can see now is the automatic Uv thing, need to check out with time.