It looks ok. There's alot of triangles though. Don't be afraid to add tons of more edges if thats what it takes to make quads. I'd do the "EXTREME" text as a floater.
Are you using a mirror modifier in max or something to duplicate the floaters? This could be causing flipped normals on export. Collapse and reset xform, or load the highpoly in toolbag and look at it there to check.
worked on an environment some moths ago, and this is one of the models. I'm using floaters hence the weird shading etc. I'll post more sci-fi props and such soon :)
I just use Textools - type your size in the upper left section of the floater, top is width and bottom is height; click edit UV and it's stretched to the right size.
Just be careful of using floaters - they produce incorrect heights, as you can see on [hp]'s example. They will swim around the surface is used in a parallax map directly.
floaters should align to the geometry they are floating above. if you were to do a test render using th emethod you described you would see that it would be completely wrong.
Thanks! :) I believe those little grooves on the back of the suppressor arn't baking correctly. I'm using floaters and they may not be set right. I'll look into that (and fix the sight lens).
High Poly base of the drone. I plan to add additional details with floaters (like at the front wheel) and plan use ndo for additional high poly details. Comments & Critics?
You need supporting loops. Or the round bumpy parts could be floaters. A quick browse through this thread should give you some ideas about how to support shapes.