Strange pattern in otherwise clean looking normal map [solved]

I’ve got this after baking in Xnormal using 3DS Max to make the model. Anyone know how to fix this?

I’ve have tried LP with 1 smoothing group and baking using Unity tangent space Xnormal plugin for the latest Xnormal version. I am using “exported normals” in Xnormal for both the LP and HP. I have tried scaling up the model a bit as well in Max and the original model in Xnormal but it seems the same.

I love the Unity interface guys, although i just downloaded it. Its so clean and logical. Although i’ve just imported a model and a normal map. But i didn’t have to read War and Peace to do so, unlike in Unreal, in fact i didn’t read anything( which of course may be my problem :slight_smile: )

EDIT #2: SOLVED: Set texture to “truecolor” and the problem seems to be gone completely.

Anyone have an idea of something to try?

EDIT:

Update: When i set the normal map texture to “compression” instead of 16bit the problem diminishes greatly and is almost gone, but still faintly visible and im sure a texture would hide it. However I’d like it to go away completely. If there are any further ideas to solve this i’d really appreciate the info, thank you.