It would be good to see the entire mesh. Most likely you're being anal about something you'd never notice in a realistic situation. If this is just a small area on a larger mesh, its fine If this is an area you'll see up close, adding more geometry(matching the high closer) will help. The artifact is simply because of the…
You need to set up a cage in xnormal's 3d viewer, or export a cage(envelope) from maya, using the basic ray distance setting in xnormal will give you gaps along your hard edges. This was explained a bit in this thread, and you can find some more info here too(read the whole thread):…
There are a couple of threads on normal mapping on the technical talk forum that helped me a great deal in understanding what is going on. This is a huge topic, and a lot to take in. It will take time to figure out how things work, why you should do things in certain ways, and how they relate to Blender.…
So a high to low process involves building your high poly mesh (dense mesh) whether it be through zbrush or another program. Then once you have that finished you want to retopologise it, which is essentially creating an entirely new mesh using your high poly as a reference. The key here is to maintain enough detail in the…
Also a thread I started http://www.polycount.com/forum/showthread.php?t=81173 The Rig i'm about to buy it a little above your budget but you can get the base offer. My upgrades = £790 Intel® 2nd Generation Core™ i5-2500K Processor (6M Cache, 3.30 GHz) 8GB 1333MHz Dual Channel DDR3 SDRAM - ( 4x2GB ) 1024MB NVIDIA Geforce…
Read through this thread... http://www.polycount.com/forum/showthread.php?t=81154 It should have all the info you need to fix your skewed normals. The simplest way to fix them would be to add support edges on your mesh.
here is the link, it does not cover seams, sorry it was my mistake. try using xnormals, fix your tangents. Fixing normalmaps at photoshop is the last thing u should do. http://www.polycount.com/forum/showthread.php?t=81154&highlight=brink
give this a read http://www.polycount.com/forum/showthread.php?t=81154 In some cases you might just need to add the extra geometry it seems like you have the process of making the normals down...now it's just a matter of fixing the errors...best way to learn i think is from knowing how to fix your mistakes :) gl