Blender splits the projection mesh along hard edges. This is the source of your problem. Max uses an averaged projection mesh(cage) unless you specifically turn it off(use offset). Xnormal by default uses a simple ray distance from the mesh normals, which like blender results in split normals along your hard edges. You can…
Thanks for the suggestions on the barrel folks. I will probably go back and rework these props at the end of the project because I am still learning so much and am sort of using these as a learning experience before getting to the modular and more heavily used/seen texture/models. I have been pulling my hair out trying to…
That would be due to the mesh normal's. I think it was this thread that covers it: http://www.polycount.com/forum/showthread.php?t=81154 Adding an edge loop or two towards the edges of the main cylindrical shape would probably straighten things out.
bonus tools are a separate install and do not ship with maya. you have to download it here: https://apps.autodesk.com/en/Detail/Index?id=8115150172702393827&appLang=en&os=Win64
Read this: http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154 It's a lot but something you need to learn eventually anyway. Use this MEL script before you bake: Edit: Uhm, I downloaded your model and your HP is all divided up into different parts, did you do that or…
It looks like you are trying to get to far ahead of yourself and just thinking normal maps will pick up any detail you put onto your model. First you want to understand how normal maps work, and what they can and cannot do for you. Check out these threads and articles.…
Ray misses caused from a hard-edge without using a cage. Short version, make a cage for it, long version, a book could be written on the subject, so here's a sticky you should give a read. http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest
Honestly, it doesn't look like pixel art in most cases, looks like it's been painted with soft brushes and alpha in a lot of places and indexed (or not) after the fact. Still looks like game art mind you, just not really pixel art. I'd try working at a _much_ smaller scale (32x32 maximum) with a predefined palette before…