Whenever I export my normals from Zbrush I get this kind of result. I can never get them to look right in Blender.
They look like object or world space normals. I don’t know ZBrush too well, but if you want these normals to work on rigged / deformed / animated geometry later you should try to export tangent space normals.
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Jep, that should be correct. You have to activate the “Tangent” button in Zbrush, see here:
http://docs.pixologic.com/reference-guide/tool/polymesh/normal-map/