Hey all,
I’m having troubles when exporting my mesh from ZBrush with UVs (originally from 3ds Max) for use with xNormal. It seems that ZBrush breaks the UVs up into small tiles and consequently I can’t get a correct direction map from xNormal, its not readable by mental ray when I take the mesh back into 3ds Max for rendering.
As far as I know, the direction (aka Vector) map itself should have a smooth range of colour, similar to a normal map but the result I get is divided into these little squares as a result of the way ZBrush exports its UVs.
Strangely I have not had this problem with generating normal maps in xNormal. If anyone has had experience in a similar workflow from Zbrush to xNormal for maps (specifically direction/vector) and then back to Max for animation and rendering please throw in your two cents.
Cheers.

