Hey there - this thread seems to discuss a problem similar to what I’ve been experiencing with some of my models. I use MAX and Zbrush after this order:
- make lowpoly mesh in zbrush, lay out UVWs and unwrap
- export to OBJ from Max with exporter
- Import to Zbrush
- store morph target, then subdivide mesh
- add hi detail to mesh, then go back to default low res geometry, morph target back to original shape
- create/export normal map.
It’s here where I start getting issues with some meshes. My meshes are always exported/imported with QUADS not tris, but the normalmap looks as if the mesh is made with tris, and that many of the edges on them have been REVERSED.

If you rotate the mesh in zbrush, you can actually see the normal map twisting and rippling across these ‘reversed’ faces. And of course, the normalmap looks awful when applied to the mesh in MAX.

Bits and pieces of this thread seem to address fragments of similar things, but I haven’t seen anyone mention this directly, or if this tool is the way to fix it. Also, is there any way to rescue the high level geometry I’ve already applied? (If there’s one thing I hate, it’s doing the same thing several times over)
I’ve noted with some experiments that you can minimize this problem by exporting the model with TRIS, but that creates new issues…
Any help is appreciated - please be specific about the steps I should follow…
Slyrr