Ok, the darkness at the edges of the blade seems to be a smoothing group issue. Everything was one smoothing group but I changed the edges to have their own. But still have the problem with the normal map mirror......
It does not matter in which software you bake. Try to adjust normals if this just simple plane geometry. If you bake also check that your UV edges are parallel with texture edge.
Review embargo lifts tomorrow. 9/10 from Edge Magazine is a promising start! http://gamingbolt.com/deus-ex-mankind-divided-first-review-score-910-from-edge
The UVs don't look the same as the model. You don't have the edges at all there. It's only showing the center of the blade. Find the edge polygons and space them correctly and you should be set.
Probably the most complicated prop I've ever built. Probably should have gone for hard edges on some of the panels rather than the rounded edges, but too late to fix that now.
Also the edges of the ground is too square, i think the edges should taper off a bit. Looking so good, huuuuge Advance Wars fan despite being terrible at it haha.
I just remove edges where the mesh goes into triangles, which then makes them quads (if not a weird shape quad) and smoothing is sorted :) ie... remove the edges highlighted red Whisky
Zbrush only uses hard edges, just subdivide that sucker, it won't matter once you're baking. When you are creating your lowpoly that is when you deal with edge hardness.
I think there's a script which evenly spaces out your edge loops. Just select a edge > ring > run the script! that's it! Maybe someone could post it, I can't find it.
Looks great. But if I see it correctly there are some troubles with edges in the normal map. Can you post a picture of the high poly? I think some of your edges are to sharp, but not sure