I’ve just started using Zbrush to add detail to my models. I make the fairly lowpoly mesh in blender and UV unwrap it, then export it to Zbrush, make the hisghpoly mesh there and export it, then I bake a normal map using Xnormals (because Zbrush gave me pixelized lines for some reason).
When I render the mesh in blender I’ve got a huge problem around the seams, parts of the normal map look like they are inverted or something.
Anyone knows where my problem comes from and how to fix it?
I join a render of the mesh and the UV map baked with Xnormals.
huge mess around the forehead…
UV map (originaly a 16bits TIFF image)