@Dethling better but still doesn't look good. Basically every border edge looks wrong and it can be fixed by baking with hard edges, split UVs etc etc but synced workflow is about getting good results without going through all these motions.
good modeling man. nice readable edges, although i wonder about the (rubber?) tires having similar edge widths to the metal body. i hope you plan to finish it off? not just an HP? hard to tell from wording. keep it up
Oh i think what you are seeing is edge distortion, go to display and uncheck edge distortion, it does not affect your seams at all, it just shows you which area have some stretching that's all. I hate it and always turn it off.
The triangulation of the mesh is different. try to connect the verices and bake the normalmap again. the you avoid issues with different autotriangulation algorythms. also what noremac7777 said it is better if you would adjust the UV that you have straight edges to ovoid subpixel blending on the edges.
References Detail wise it looks accurate and well done. However the edge tightness is too tight in my opinion. There isn't enough curvature to create generous highlights along the edges to be captured smoothly in a low resolution texture map or when the asset it viewed at a distance.
It may be a bit late but I'm wondering, why did you make the edges on your highpoly so sharp? Softer edges might be less realistic but makes for a better look ingame. See also: http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
Pissed me off when airbrush and paintbrush got consolidated into one tool, with flow settings controlling the airbrush characteristics. This destroyed the ability to quickly toggle between a hard edged brush (formerly B) and a soft edged airbrush (formerly J) with a single keystroke.
Looking good! You could use a bit softer transition between the sclera (white) and the iris, the sclera fades out at the edges of the cornea, and it overlaps the iris a little casting a soft shadow onto it. That's what makes the darker edge around the outside of the iris. A pic.
I'm starting to make progress on this piece. The scene is Caesar's office from Roman history. Does it look like they are using normals at all in the game? I've tried smoothing edges in Maya but it seems to cast unwanted occuslion on the model around certain edges. cheers.
You want to add some chamfered edges to that low poly it will help the normal out no end. And sort out your smoothing. Tho if you chamfer all those 90 degree edges you should be able to just have 1 smoothing group