@michaelarby glad it was solved, i tend to give a crap about people not being "robbed", so if you could now remove your work from the post since this is solved can eliminate some predatory person/s from claiming the piece and using it for their own means and profit. I'd like a script if possible where this would be done…
What do the UVs look like in Max? Are they all welded, and all facing forward? What does a regular uv checker grid look like on the lowpoly (with letters and numbers, something like this: http://wiki.polycount.com/wiki/File:Uvrefmap_grid_small.jpg) A couple things to try: Make sure the verts aren't split: Vertex Weld…
Additionally, here are some general notes from looking at the meshes: * Highpoly (for example 'head_high') has some hard edges which will show in the normal map, would shade those soft * If the edges come out too tight, I would exaggerate the bevels of the highpoly some so they hold up when viewed at a distance. Wiki: Edge…
Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…