I’m having a bit of trouble generating the desired bump map in Zbrush.

I’m having a bit of trouble generating the desired bump map in Zbrush.

I know next to nothing about this stuff, but I was able to make perfectly good bump maps using the Bumpviewer Material.
I sculpted the model to a pretty deep level of detail, but didn’t bother with pores or fine wrinkles. I generated the displ map, and then went back into Z, and opened my model but with the Bumpviewr mat. I brought it down to Subdiv 1 (real blocky) and assigned a new 128 ® 128(G) 128(B) neutral grey texture ((4096x4096). Then I hit GUV tiles.(Important)
Next, go up to your highest level (mine was 7, around a million or so Polys)
Go into PM, and add your Bump information, but MAKE SURE Zadd and ZSub are NEVER on. Instead, just use RGB (I usually stay around 22-27 intensity)
Use only variations of dark greys, light greys etc. You’ll see as your painting, say, a darker grey, that it appears as if your “wrinkle” is going IN,and if you use a more whit color, it acts as ZAdd . It looks like you are using ZAdd or ZSub ( because it’s the BumpVIEWER mat, that’s what it DOES…(hehe)). You get to see exactly how your bumpmap will effect your final render in another App(Maya in my case).
Just remember as you change brushes to check to see if they go to Zadd etc. by default, and always use just RGB with Greyscale).
Then, I just pick up the model, FLIP VERTICALLY, and Export the map (as a .TIFF).
Then, in Maya I just assign that as my bumpmap, and tweak tweak tweak.
I find that a bumpvalue of .2 or so is usually about right.
I hope this helps, I know this same info is elsewhere in this forum, so if you need to, keep looking.