Hey Roo,
Are the teeth completely displaced from the base mesh or are they in the original geometry? I find displacing long spikes and teeth can be problematic sometimes and I usually build such protrusions into the base mesh. Try rendering with just a subdivision approximation and not the displacement approximation on the mesh. The little fractures and creases I see on the render can usually be avoided by just using a subdivision node. As a last resort you can smooth the mesh once and it may help with areas that fracture like that.
I see you got the veining in the shoulder which is good.
I see some collapsing in the nasal region. This could be because the mesh you are using is the original one from Maya and not the zbrush altered one. I hope that makes sense. Ideally, you can displace your original geomety to look very close to the ztool if not exact or even better. In many cases it takes a load off the renderer when you can use the lowest subd level mesh as your model in maya. This is because you move vertices across the surface as you do higher level manipulations in zbrush. These little changes telegraph all the way down to the lowest subD level. Mental Ray cannot shift verts like this (displacement can only go in or out in the normal direction in Mental ray not across) and will run into problems with some complex forms that have been heavily altered in zbrush. As an example load your ztool then import the original .obj file again. Step up the subD levels and you will see how the highest subD level is altered by changing the vertex positions at the lowest level. I would reccomend exporting your level 1 mesh from zbrush and using that as a base in Maya. You will note the mesh from zbrush will look different than the original base mesh you started with. The same can be accomplished if you stored a morph target but exporting level 1 just seems easier to explain.
Also be very sure that the alpha offset is always - alphaGain/2 Having this value off can create a lot of problems.
Looking for lumpiness you mentioned I dont think I see it but I have not been able to tumble around the ztool. Just like when you are sculpting in clay and you move to a different room you will see differences in the surface. Zbrush deals with the surface lighting differently than maya. Lumpy forms that werent apparent in Zbrush can become more pronounced in Maya. Ryan posted a while back about the diffuse channel in Zbrush and how it is controled by a curve as opposed to the same in maya. He can explain this MUCH better than me (I really dont understand the particulars of it yet) but it does make a huge difference in the way your final render appears.
You may also try setting the surface shader to a gray closer to the ztool. Keep in mind the detail may well be there but it does not render off the bat like it does in Zbrush. The shadows are what define all forms and the shadows in Zbrush tend to be more pronounced. The shadows in your render are getting lost in a surface color that is very close in value to the shadows themselves.
Setting up a strong spotlight from the side can rake light across and help you judge if the displacements are getting there. Also keep in mind that a diffuse map can do wonders as well with finer details. These can be made (for now) using the cavity shader. More info on that in other threads.
Also note that the default camera in Maya is 25mm this is TOTALLY WHACKED as the normal lens length for a 35mm camera (the least distortion compared to the human field of vision) is 50mm. For the sake of troubleshooting you might change your focal length in Maya to 50 or even 100mm to reduce distortion. The camera in Zbrush has no perspective distortion so a longer lens will be closer to what you see in Zbrush.
That was kind of a lot (too much time on my hands
) but those are all things I do when I am trying to tweak MR renders to look like Zbrush viewports. Some of those things are minor but they go a long way in reducing headaches especially when the detail is in the render you just cant see it for your settings. I hope this helps. One last thing you can do is just render a head rotation in zbrush itself! : ) Why bother with Mental Ray if you dont have to : )
Scott