ZBrushCentral

Displacement with multiple UV spaces

I might have already mentioned this problems in one of my numerous displacement posts…but hey.

So i set up my character with two UV spaces, one for the head and one for the body.
The i exported the displacement maps using multimap exporter, as 16 bit, smooth uvs checked, adaptive off, db subpix at 1, 4k size.

I�m rendering using mental ray and 3ds max, so i followed another tutorial, hooking up a composite map in the 3D displacement map.
My problem now: When zbrush exports the map, it calculates the scale for each map differently, thus resulting in a visible seam between the two UV spaces.
My workaround was to calculate the scale and then tick “16 bit scale”, so the same scale would be used on both maps.
That way though, both maps have the wrong scale, and i have to adjust the intensity on the 3D displacement map to something between the both values originally calculated by zbrush to get a result close to the original sculpt.

So how do you go about creating displacement maps for multiple UV spaces?