I'm fairly sure it must be using a world space map when baking low-low in substance - you'd get an empty texture otherwise. iirc you can composite a tangent space normal into that at bake time as well so i think that covers what you're asking for. since you mentioned the sobel/seams interaction .. yes - that hadn't…
Started the texture for the Kobra: Currently it is 1024^2 normal, specular and gloss (no diffuse). The lens is a separate item with a 128^2 diffuse and alpha.
OK some updates: - slightly cleaner diffuse map - deleted "diffuse-to-normal" pass from normal map (crazy bump) - updated specular Feedback is welcome.
Ok add me on steam: linkooo http://steamcommunity.com/profiles/76561197990430245/ I have implemented the ability to bake a diffuse map from the cycles diffuse color.
Update on the Diffuse, went back and reworked the arms/wrists area so will i've left their diffuse for last. I forgot to include the Chainsaw in this shot.