ZBrushCentral

I need 32 bit rgb deformation but ZBrush ONLY creates 16 bit grayscale, please help!

Hello,
I am trying to get my character that has seven subdivisions out of maya and into ZBrush but I have been unable to achieve good results with this after multiple hours of trying and failing.

After some research I have learned that for Maya it’s better to have a 32-bit map than a 16-bit map and that it NEEDS TO BE AN RGB file or else it simply cannot be expected to work.

When I go to the displacement map pulldown box and select 32-bit map and 3 channels, and then create displacement map, if I either clone it and export it or send it to Maya via GOZ, in both cases, if I look at the files themselves, 16 bit and grayscale, as if my selection hadn’t even been registered.

If I make those selections and then click create and export map, THEN it does cough up the file that I am demanding but the problem is that I don’t know what to do from there because maybe I’m not thinking clearly but I prefer to use GoZ so that it inputs all of the gain values and what not for me. I don’t know how to get good results if I just create and export the map and then try to go into Maya and manually input the deformation map and all of the relevant files.

I see absolutely no reason for why ZBrush is ignoring my 3 channels and 32 bit commands when I click create displacement map.

I greatly appreciate any help anyone can offer.

Also, I just tried, but clicking create and export map, and then importing the 32 bit rgb map back into ZBrush just causes the deformation map to look solid black and white and brought down to 16 bits again.

Is there some setting somewhere where ZBrush refuses to handle 32 bit deformation maps unless set to accept them?