Why is my Normal map Jumbled?

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  06 June 2013
Question Why is my Normal map Jumbled?

I am new to MB, so forgive my ignorance if this turns out to be a simple issue.
So here is what I did step by step

1. I created a base model in 3DS Max
2. Imported the model as an obj into MB
3. Sculpted on it until lvl 5 and was done
4. I wanted a Normal map from lvl 5 to apply to my base in 3DS Max
5. Realized I didn't have UVs.
6. Exported the lvl 0 out of MB and imported it into Max and created UVs from that model
7. Exported the new UV mapped version from 3DS to obj (again).
8. Imported the UVs into MB from the obj

I go to the "UV view" and the layout looks fine, just like I laid them out. However when I generate a Normal map it looks like all the polys are turned on random angles. They are all where they should be, but they are all random...As if the higher level didn't get the message that the UV mad was new or something.
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Randell Trulson
 
  06 June 2013
try to import the lowres as new object...
and bake from the high to this new imported mesh...
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ArtStation
 
  06 June 2013
max seems to re-order the verts at some stage when exporting/importing OBJ files so this tends to not work.
 
  06 June 2013
Cool

Thanks guys. I did import the MAX model and then use that as the target. I don't understand why, but it bitched that the UV set was incomplete. I told it to use it anyhow. It worked better, but there still seemed to be wonky. The hair grooves which should be mostly linear have like a sign wave in them. Sigh...Anyhow, for the time being I just imported the high res version into 3DS and ran a pro-optimizer on it. Even at 1 percent it looks very close to the mudbox version.
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Randell Trulson
 
  06 June 2013
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