Thanks guys! This is FINALLY fixed! It turned out to be a CS3-CS5 specific error and the fix will be made available as of 1.7. Huge thanks for reporting this and really sorry about the hassle. - Teddy
This is an update on my work on the Messerschmitt, I've baked the normal maps and I am now working on the panels and other details in Photoshop. The lowpoly has been reduced to 14k tris.
Started a new project! Woop! Still in the blockout phase! Based on a concept from page 137 in the Darksiders 2 Artbook (If anyone knows the name of the artist I'd LOVE to know!)
[ame=" https://www.youtube.com/watch?v=-gP_Q2myNWo&list=PLDA2E243E43CA673B&index=137"]The Apple Tree Feat. The Glitch Mob - YouTube[/ame] 15 minutes of sexy glitch hop :)
There's also the xNormal plugins for Photoshop, and the older Nvidia tools. Both convert heightmaps to normal maps (black: low areas; 127 grey: no Z change; white: high areas).
Merry Christmas! Can't believe this will actually be my first post on polycount, oh well. I love Quixel suite, but this sums up the 1.7 version most for me :D