Started doing some UV Master unwrap tests in ZBrush as well as read up on how the whole vector displacement map side of things is supposed to go down. Was not able to successfully export either out of ZBrush but here is a ZRemeshed version of the model in Maya 2014 using the DirectX11 shader. The ambient occlusion and anti-aliasing is happening realtime in the viewport. The idea is that eventually the diffuse, spec, translucency (subsurface scattering) and displacement maps will also be running the same way. This means no render time.