ZBrushCentral

Zbrush normalmap in 3dsmax. Need help!

Hi people

I´m trying to extract a normal map from zbrush and insert it into a mesh in 3dsmax. I have done it before extracting the normal map into 3dsmax, but as the high res mesh is very hi-poly, I think the best methoud is to extract it into zbrush. But for some reason I´m having a strange render. I have attached two images. The one with the black background is what max does with my mesh in render, and the other image is what zbrush shows.
Well, i´m nor really sure what i´m doing bad. I suppose it is something with the exportation of the normal map. I´d like if anyone could point me on the right direction about how to solve that. I´m pretty new to this kind of stuff and my searches in the forum are not very accurate.
My workflow has been this:

I did the main shape in 3dsmax.
Export as obj
Zbrush sculpting
Create a texture of 4096x4096
Check Average both in Dispacement and Normal map (i´m nor really sure about this one)
Create Normal Map
Export lower res from zbrush to 3dsmax
Tile the texture in V to -1
Apply turbosmooth at 2
Displacement. Luminance center 0.5 Use existing mapping.
Render
Cry

Well, this is where i´m now… Thanks for your help!

Attachments

whatmaxdoes.jpg

zbnormal.jpg

Arrrgh, i´m just so dumb that i can do it work with a model Pixolator put on the boards but no with my model! Hell, my internet connection is so slow that posting here takes me more than ten minutes

I have tried using displacement maps instead of normal maps and i get worse results… I flip the map vertically, convert to rgb tif, and all the thigs that are supposed to be done to make it work… but for some stupid reason i can’t do it.
I’ll take it again after some sleeping.

Night