Just to give you guys a starting point.
As a rule of thumb, I do not, export my lowest rez cage from Z.
Most times I will drop the lowest SDiv(original mesh), and use the second or third SDiv...depending on the poly count.
this way the displacement map does not have to displace as much
take note of how many levels of Sdiv there are when you export
example:
your final sculpt in ZBrush was at a SDiv6 and you delete the 2 lowest before you create your displacement map. this leaves you with 4 levels of SDiv.
when you bring your model into Carrara. first go to the
vertex room, and "
select all" and the set smoothing for
rendering at 4 in the subdivision tab(the final level of SDiv in Zbrush)...leave the modeling setting at 1
then in the
texture room you can apply your texture map and displacement map. under the displacement tab for the shader, you only need to play with the "
amplitude" and "
offset" also
DO NOT check enable subdivision here! it is does not work for what we are doing.
these are the only 3 setting that you really need to be concerned about (smoothing, amplitude, and offset)
I am not saying this will give you the exact results you are looking for but it's a good starting point. you will have to tweak from here.