After struggling to find a decent tutorial of a displacement map exporting process I finally found one that works well. The problem is, in a moment of stupidity, I jumped forward from Maya to Zbrush and forgot to unwrap.
Now sometimes you can unwrap the lowest division in maya, resave, and import back into zbrush and still have all the divisions, but this time, it didn’t work. I had an explosion of shapes because the verts were renumbered. So someone said they found a solution to this problem:
"-Step down to lowest subdiv level of original, unmapped ZBtool.
-Generate Displacement map
-Reset ZB
-Import new UV mapped base model.
-Sub divide up to highest detail level of original model
-Apply displacement map to highest level
-Tweak displacement amount
TaDa. ZB will deform the model and all of its subdivisions back to the state of your original model, but now with your good UVs. Nice, new, clean ZBTool"
This may very well be a solution to my problem, however Zbrush can not import into the alpha menu, the type of displacement map I rendered out. If anyone knows a way around this, I would be grateful.
Here is the quickcode I used to render out the displacement map: DE-LBEK-EAEAEA-R32
Thanks!