Thanks, Zip. Yeah, I just noticed the MASK info. So, in valve's models, their UV layouts weren't in 0:1/0:1, but rather 0:-1/0:1 and I think xnormal needs 0:1 in order to work. I tried a few tests, taking the hiRez and lowRez in xnormal and maya transfer, but they both came up empty. Zbrush seams to produce useable normal…