The areas you have highlighted are pixel padding, perfectly normal, its important to make sure your normal map works correctly with mip mapping. Apply the normal map to the model and post a screenshot before asking any more questions, its impossible to "debug" a normal map without seeing it on the actual mesh. Also, read…
Nice choice of reference. Seems like everyone and their brother has done a 1911, but atleast this one has quite a few unique looking bis. So cool ref! Some tips: 1. Your material for the high poly is a bit too glossy. It doesn't have a wide enough highlight to actually spread across the model and makes the edges and…
This looks like not using an averaged projection, which you need to do if your vertex normal have hard edges. For xNormal use a cage it will fix what is going on. In Maya I forget which option is the right one, but in the transfer maps dialog select advanced, and switch between the "Match Using Options" and see what works.…
You probably want to check out EarthQuakes thread about normal maps. http://www.polycount.com/forum/showthread.php?t=81154 Basically the further off your low poly is from your high, the more waviness you will get in your bakes.
I don't think this is a uv stretching issue (in his first post he showed the model with a grid texture with very little distortion). More likely a ray projection issue, so give this thread a read: http://www.polycount.com/forum/showthread.php?t=81154
Have you tried reading all the resources on normal mapping, that lies on polycount and on the web? To give you some help, here you go. 1... 2... 3... READ! http://wiki.polycount.com/NormalMap http://www.polycount.com/forum/showthread.php?t=81154 http://www.polycount.com/forum/showthread.php?t=48305
You have lots of normal map issues on this gun. They are a combination on your highpoly, lowpoly, UVs, and how you baked it. Read through these threads. http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154 You need to understand how normal maps work, and how your…
Not to be rude, but I'd say you have some reading to do. :) Some of the more popular threads on the subject of normal maps: http://www.polycount.com/forum/showthread.php?t=81154 http://www.polycount.com/forum/showthread.php?t=107196 And some helpful videos can be found here: http://www.handplane3d.com/videos.html But,…
It is a projection issue. The detail in the center of the object is getting distorted because of how far away the verts are from the that detail. If you cut in a vertex or two on that big flat face it would solve the issue. You could check out Earthquakes sticky thread for more info.…