As far as I can see, the actual normal map for your UV shells is the same. I believe it looks different because of edge-padding, which shouldn't affect the results when you apply your normal map to a 3d model.
That effect appears because of "Seams Termination" option. Basically ddo is making masks thru that wears normal map. And that normal will be fine on model if your background color and its borders on ID map is close to real UV. But for in game model that normal isnt good becouse of large gradients, on MIPmaps it couse a visible artifacts.
To resolve that problem you need to replace your layer "Texture Base" in ...[Normal] PSD created with DDO project, and copy/paste its layer style. That way you will see (and export) good normals and all layered details will look fine but DDO will work like nothing hapend with his one version of your normal map.
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To resolve that problem you need to replace your layer "Texture Base" in ...[Normal] PSD created with DDO project, and copy/paste its layer style. That way you will see (and export) good normals and all layered details will look fine but DDO will work like nothing hapend with his one version of your normal map.