No idea how they do it, but in photoshop and similar, you can pick the average skin tone of your original map, invert that, and apply it with linear light at 50% opacity. Then apply your skin tones with linear light and 50% opacity as well (maybe some additional tweaks for really dark skin). If you do it yourself with…
Display -> Polygons -> Custom Polygon Display... -> edges (x) only hard edges Smooth your whole object and you have no wireframe. The only way i know. :poly122:
Quick problem i see: you haven't defined seams for quick peel.You select edges where the seams will be and run "convert edges to seams" button, and use quick peel.
Pretty much as Tidal mentioned. The easiest way is to physically split the edges, bake the normals (using Set Vertex Normals) then welding the edges you just split back together.
cheers man :) so with the textures i shouldnt have like half bricks or what not on the edges but rather the edge of a full brick? kind of like the left side of the stone texture?
Make sure these edges on your low poly mesh are correctly set to smooth and not hard edges. What does the model look like without a normal map in the Painter viewport?
Do you have a reference ? I would be surprised to see tiles with edges wavy like in your substance, you should probably try to preserve more straight edges.