What is going wrong guys?!

Hi,
I have sculpted a nice juicy column in zbrush.I did normal sculpting and then 4 level of HD sculpting and ended up with 700+ million polycount.I also did poly-paint.Then I created normal map inside zbrush and exported the poly-painted data as tif.With lowest subdivision(770 polycount),I go to maya with GOZ.As you can see,


and

Nice and sexy,isn’t it?:wink:
But When I import it back with .mb or .fbx or .obj whatever.See what happens,

What is going on? If I import normal map into unity and set it as “normal map” and then apply change.Some weird noise goes into my normal map.If I import the whole thing as .mb or .fbx,same thing happen automatically.
And also look at the position of both color map and normal map.Both displaces on model like crazy.

For your record,
this is original color map

and this is original normal map

You can see white on many portion.It is ok.I just did not paint there.I thought,lets test whole thing first.

Your map is too noisy… and I wouldn’t even THINK of doing such high frequency detail in Zbrush… I would make a detail map instead, directly in photoshop…

EDIT: Also check to see if you flipped the texture, I see that the UVs don’t line up

noise in original map is normal.Because I applied the noise within zbrush.With normal subdivision,apply to mesh is not working good,even close.So I step up into subdivision level 1.Still I got almost no improvement.When I step from level 3 to level 4 HD subdivision,noise applied correctly.But polycount grew from around 100 million to 700 million when I go to level 3 to 4.I had no choice but to apply noise on that very high dense mesh.Everything works perfectly right when I do GOZ.But everything is messed up when I import into unity3d.I did not do anything to texture.They were just generated within zbrush and then I applied it within unity.

Sometime I do something stupid that I just can not explain.When I sculpted in HD mode,I realize that I could do that within photoshop.But I have already gone too far.So I did the stupid workflow.:rage::rage:

That little tiny itsy-bitsy image will never be able to show your texture correctly. It’s compressing the data down, and doing the best it can, for the preview. The actual image is untouched.

Apply that texture to a giant plane, and if it still has the noise, -then- you’ve got a problem.

ok I got that.Normal map file is untouched.But my maps are not placing correctly on the model within unity as you can see in the snapshot.It does right thing within maya but not in unity3d.Why? Is there any special setting to import texture maps?

normally when zbrush makes both the color map and the uv map they are fliped vertically, when you goz into maya zbrush automatically does it, but maya sometimes doesn’t keeps that setting.