The same problem I read out there... I made a test: low res model in Max 2008 export to ZB (unwrap the map in max... as you can see its very simple, no overlaping vertex...) export .obj... hi-res in ZB, export the normal map to aply in max... and this is the result (see image), somebody match this problem?. thanks.
http://img692.yfrog.com/i/tangent.jpg/
Replies
What happens if you render the image using the scanline renderer? Does it look any better?
Also, what ZB settings did you use when baking the normalmap? Did you load one of the ZMapper "Max-style" presets?
Unfortunately due to differences in the way calculations are done between various applications, not all normalmaps are compatible - for example rendering a normal-map in Max would not look right in Maya, and vice-versa.
If ZMapper is available you could give that a try, or if not then maybe bring your meshes into Max and use Max's Render-To-Texture to bake them (or send all the meshes out to an external application like XNormal).
ralusek: I flip vertically...:)
JordanW: I try what you tell me.. but what I get is the same, but inverted.
Jonathan: I export the model without smoothing groups applied, "what you mean by "UV shells are not the same"?. cheers
Chronic: I´m going to study this video to see if I miss something...
http://boards.polycount.net/showthread.php?p=1072599#post1072599