STANDARD METHOD WITH DISPLACE MODIFIER

This displacement method uses the standard scanline renderer. The minus is, a fairly high iteration is required on the mesh. The positive is, rendering is fast, and you can see the result in the viewport.

Import your model/obj from ZBrush;
Add a meshsmooth or turbosmooth;
Set the iterations to 5 if possible
Above the turbosmooth add a displace modifier;
use existing mapping coordinates:

  

Import the displacement map you created in zbrush into a map slot ...

Instance it into the material editor

Drag this  ...

... to here:

In the material editor, go to the output rollout and enable color map curve ... drag the point on the left down to -1 and leave the point on the right at 1.

Adjust the strength until you get similar results as the model appeared in Zbrush:

  

Example with a:
DSupPix 2
4096 Displacement Map
SmoothUV off.

You need to get to subdivision iterations of at least 5 to get good results ...

Quite an improvement in this case when smooth results in turbosmooth is set to off: