Possibly you're seeing the combination of the diffuse map and the specular map? Specular map adds the 'extra glinty' bits under certain lighting conditions? I'm not really familiar with LoL or WildStar assets, so... And pretty much what Tobbo said.
You can't look at a normal map as if its a diffuse map and deduct that there is an error. Your normal map looks perfectly fine. Try setting it up with a realtime shader or game engine, this is most likely an issue with vray or your vray settings.
Yes, does seem counter intuitive and here is my result. Really don't understand the problem. It's only a normals thing, as when you pull off the normal map everything is fine. Picture on the right shows the normal into the diffuse channel, no seam.
I just apply a gradient() to a diffuse channel, and set it to Object Space, instead of explicit UV or world space. Then I use render to texture to get the map. The script isn't complicated at all, but takes 15-20 steps down to one.
Hey, nice turn out! Just like to point out we're restricted to only using a diffuse map with flat shading. Would not want your entry to be dismissed because you had extra. Hope you can amend it in time.
Hmmm, strange, I'm running out of ideas on what the issue can really be. Normal Map compression issues maybe? Also, the seam in the last image isn't really noticeable, how bad is it when you apply the diffuse and other textures?
looks pretty nice! I would lower the noise on the plastic parts and darken the ammo ejection cover in the diffuse because it's slightly looking blown out. Some slight grunge and dirt would really add some interest to the spec map.
Updates from today! Finished base diffuse, with ambient occlusion baked into the texture using maya, and some transparency through the alpha channel. Texture is unfiltered according to assignment speccs, 128x128. Feel free to tell me what you think!
Yeah it is meant to for real time. I was worried I was over complicating it. I'm not sure if I'm actually going to use a normal map or not, might just bake AO from the sculpt and just use a diffuse but I see your point.
@Krazy8 : Thnx for the notice , makes things easier for me :) @Mike5424 : Don't worry about it :P Update : 1- smoothing group Issue Solved 2- new diffuse map 3- new specular map 4- AO map added