Well, here are the buildings of my floor baked down. I used Maya for the high poly, Max for the low poly, UVs and bake. The screen grab is Substance Painter where I test my normals. thread here: http://www.polycount.com/forum/showthread.php?t=148507
It's a typical quantization issue. For such a smooth surface, you would need either to add edge loops to get rid of the smooth gradient on the flat side of the sword, or use a 16bpc normal map, or add dithering on the normal map. See https://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
Did some testing with this tool, mainly for the smooth normals option. So far I can see 2 major problems with PixaFlux when it comes to normals. First of all it is in only 8bit. I couldnt find any options to generate 16bit images out of pixaflux. This is an issue as it will cause banding/stepping.…
Finished the helmet . I had to preety much scrap the sketch due to looking to bulky for ck. workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=148406728
Anyone interested, I did some internet sleuthing, and here is a tool that does the conversion of a 1024x512 spherical image into a .hod file for homeworld background usage, http://forums.relicnews.com/showthread.php?148734-Homeworld2-Background-Builder-v1-3 If anyone gets it working and wants to write a tutorial, I would…
http://www.polycount.com/forum/showthread.php?p=2012564#post2012564 Simple clone. Works good on uniform objects like a cylinder or box. http://www.polycount.com/forum/showthread.php?p=1488069#post1488069 Using shrinkwrap, Wrap-it, make live, max-retopo or whatever surface conforming method you like.…
The uvs look fine in the op's image, the normal map detail is all where it's supposed to be. The artifacts here might be due to bit depth issues and/or compression. http://www.polycount.com/forum/showthread.php?t=148303
Everything looks normal, If you render the normal map @ 2k you should be fine. The problem with the 512x512 map is the edges of the uv's aren't aligning perfectly with any pixel grid so when marmoset filters the texture there is a very small gradient error. So you could conceivably fix this by moving the uv's around…