I solved the problem......exporting displacement map with 0.5 mid value, then importing it to the Vraydisplacementmod and rising Amount to high value like 40 and set shift to -20 which worked well. i thick this happed due to not scaling the model in zbrush properly.
I'd do this in Nuke, ( or natron ) because as you say photoshop clamp the viewport value. ( at least for me ) You just want to move your blackpoint until your mid value is set to 0.5, then you'll be able to use it as a 8 or 16bit map
looks great not sure how you would bake that fluffy collar, maybe try sculpting something more bake friendly like this guy has http://th00.deviantart.net/fs71/PRE/i/2013/004/d/2/arenanet_art_test_05_by_nelyia-d5qfrzo.jpg
The problem is that photoshop doesn't handle the alpha's correctly. I know that after effects does work properly. Thankfully theres a workaround in photoshop. http://www.digitalartform.com/archives/2005/10/compositing_pre.html Edit: never mind, i see you tried this method.
you cant go below 0 in designer so there is no "downward" displacement as such, you have to shift everything up so that "0" is represented by 0.5 in this case you need to adjust the bricks so that the lowest value is greater than the highest value in the grout
http://www.lolking.net/models/?champion=105&skin=1 Fizz is roughly 2.5 heads big. You have his head (which is already huge) One head lower you're already at his crotch and the rest is filled by his tiny legs.
Yes, a big part of it is simply optimization/a more efficient way to pack the various inputs. The other part is basic consistency and setting up a more fool-proof workflow that is harder to break (eg, keep artists from setting reflectance to 0.5 for not metals).
If you went when I went (2005), an entire course cost 1/3rd of what is now one year (£3500). If you went a few years before me, it was free! It's amazing how much can change in around 15 years.
For a 007 style sequence I would simply render 3d models out as silhouettes. Other shapes can be done using Masks in AE. They may well have done their silhouettes with hand drawn rotoscoping, but that is a major investment of time compared to the above.
I like sculptris :) the performance is pretty good for me, this head is about 500 000 triangles pulled straight out the default sphere and doesnt feel slow at all, just been using this piece to try all the features and Im quite impressed.