Those look like normal map seams because of mirrored UV's, they could show up if the faces aren't on the same smoothing group; they could be present in 3dsmax or marmoset but not in-engine (vertex normals issue), haven't figured it out definitively.
Oh there is no filtering in xNormal or 3dsmax, I assumed you used Maya's Transfer Maps, the equivalent would be applying some gaussian blur on those parts of the map, or maybe rendering twice as large and resizing down (but not with sharper setting in PS).
Since you're talking about reactor and I think Maya is reactor-less? I'm going to take a wild stab in the dark and say you're using max? http://www.escalight.com/tutorials/3dsmax-tutorials/earthquake-part-1.html
One last thing, as the results were differently when baking the outputs with the substance tool inside of 3DsMax and exporting the same substance material in Substance player as PNG with default settings, it seems like there is a color correction already happening on the textures.
thanks for the feedback guys does anyone know how to properly rescale limbs in zbrush, because you fellas are correct about the limbs...this normal map is going to go on a game character, so would it just be easier to adjust in 3dsmax?
Same here. We're using Gamebryo for our engine, and they do not provide editors of any kind. We use their in-app tools and export scripts to export the scene from 3dsmax into *.nif format. What are you looking to find out?
Video of the real time presentation already presented at my demoreel. Because all of lopoly rendered via 3dsmax viewport. I dont know how to show real realtime presentation but same time avoid download the executable file. ))
I'd try casting the outside separate from the inside top separate the from inside bottom... baking each low-poly area independently of the others. In 3dsmax you can set the Projection to only hit the matching material ID.
3dsmax 8 with uvHelp, from www.microcan.nl covers pretty much anything DeepUV had going for it. If you do want a good 3rd party app that works better than the max tools, try unfold 3d magic, www.unfold3d.com
This was done just for fun. Basic high poly made in 3DSMax,high poly taken into ZBrush for some of the fine details (speaker areas, scratches), textured in Photoshop. Realtime High Poly Used the Xoliul Shader for the realtime render. If you see anything glaring, let me know.