Sorry, but i still have a problem once again.
I get weird results if i import the normalmap in maya. It looks like the zmapper bake the wireframeinformation into the normalmap.
oh, and i used guv or auv tiles
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Sorry, but i still have a problem once again.
I get weird results if i import the normalmap in maya. It looks like the zmapper bake the wireframeinformation into the normalmap.
oh, and i used guv or auv tiles

That isn’t the wire, those are your UV seams. My understanding is that you can’t entirely get rid of them in Maya. The best you can do is minimize your UV seams. To to that, you’re going to have to layout your UVs manually in Maya. UVs generated in ZBrush are going to give you the worst results because they’re split into so many patches - so tons of seams.