Think I got it to work now, but with some funky stuff going on.
Before exporting I chose an apropriate subdivision level, deleted lower levels and deselected grouping.
Exported a regular 16bit displacement map, adaptive with smooth UV´s and 4096 resolution.
Imported model to Maya and chose to convert polygons to subdivisions.
Deleted default material in shader groups, and added blinn material. From then on pretty much as you described in your video(except maybe for lower alpha gain).
I think the stuff in the eye region could be from overlapning vertecies, but I don´t know why the shape of the face got so thrown off.
Anyway, maybe it will look better with a finished, cleaned up and more detailed model.