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Exported Normal maps causing dark areas in 3ds max

Hey guys, I wanted to see if anyone else has encountered this problem when exporting normal maps from quixel to models in 3ds max.
This is the second time this has happened for me.

I have this model I have scanned in using photogrammetry.
I have extracted a low res mesh and normal map from the original model and loaded the low res model with extracted normal map into quixel to create full pbr materials.

On export I get this issue.
when rendering in 3ds max it makes the inner part of the shell very dark and it just doesn't line up with the rest of the models lighting.
I have also exported the materials for UE4 and Unity and I don't get this issue in either program nor do I experience it in the 3DO viewer or 3ds max view port while working so its purely a 3ds max rendering issue.
Haven't been able to find a solution here or even understand what's going wrong and I would love some input from anyone else who has experienced the same problem.

I've circled where the issue appears.
[URL=http://s1306.photobucket.com/user/Anakin_ryan/media/Shell - 01_zpsfpawuy7m.jpg.html][IMG]http://i1306.photobucket.com/albums/s577/Anakin_ryan/Shell - 01_zpsfpawuy7m.jpg[/IMG][/URL]

it appears whatever rendering engine I use within 3ds max but does not appear in the view port as this image shows.
http://i1306.photobucket.com/albums/s577/Anakin_ryan/Shell VP - 01_zpsmvosocjm.jpg

Any thoughts on what's going wrong here ?
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