I modeled this hand in Maya brought it into Zbrush for normal map sculpting, exported the tangent space normal map and brought back in Maya for rendering. While the normal maps seem to work well for the most part there’s these obvious swirling jaggies present when I production-render in Maya, see pic…
http://img156.imageshack.us/my.php?image=handknucklero0.jpg
(the map should make the knuckles but not that rough texture)
Anyidea whats causing this? is it something in the maya material or render settings or something to do with bitdepth in Zbrushes Zmapper export settings, the anomolies dont seem to show up when rendered in Max…?
Any help is greatly appreciated
Many Thanks
S.