Got the model working fully in Maya with the ubershader! Turns out all I needed was a normal map in addition to the vector displacement map. All details are coming across quite nicely – thought a bit hard to see in the video. Check out the 3 ridges above each brow. Those details are not in the geo – that’s the displacement and normal maps working together. Also, the basic thickness settings + the Blended Normal diffuse model give it a nice skin texture. This all can be optimized, but not bad for a first pass. This is a real-time playblast of the rotating model. Shadows, ambient occlusion, and antialiasing are all on.
Here is the original ZTool for reference: