ZBrushCentral

stop edges coming out on normal map?

I’ve been having a problem with ZBrush baking out all the edges of the geometry in the normal map which means I cant use it. I’m creating the meshes in Maya then importing into ZBrush to do all the surface detail, then generate the normal map and apply to the low poly mesh in Maya. When subdividing in ZBrush I have to turn smooth off so it keeps the mesh exactly the same at the highest subdivision level. The settings I use for the normal map are Tangent and flipG only, smooth UV and adaptive cause artifacts.

I did a quick test to show the problem:

zbrush central post about normal map edges.jpg

I could probably try and fix it in Photoshop but on the actual finished map it’ll be a lot more complicated then that, lots of surface detail and would take hrs to fix. Also tried generating a normal map in XNormal which came out exactly the same. Any way I can fix this?