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As you can see in the image above, there is a big change in shading past the uv island on the end. i have no idea what caused this, but I can reproduce my steps as best i can.

  1. Model high poly in zbrush

  2. Duplicate and decimate the duplicate

  3. Export both to 3ds max and align them

  4. UV the low

  5. make a cage by duplicating the low and adding a push modifier

  6. export the low, high and cage

  7. bake in xnormal

  8. add material in max with 100% normal strength plugged into a normal bump with the source linked to the texture

  9. Change viewport to realistic materials with maps

No idea why this is happening. I used tangent space any ideas?

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