Wrong normals using Zbrush and Xnormals


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?
Thank you!

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)