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This is the low-polygon model for a rock wall that I sculpted in ZBrush, and it's being rendered with Advanced OpenGL inside of a modo viewport. The diffuse texture was hand-painted in modo as a test, and the normal map was generated using xNormal that you can get from Xnormal.net
There are a couple of problems with the normal map, nothing major. But the seam that is visible there on the right side is because of the texture painting in modo. Also, there are a couple of hard edges, and this is because of the modo viewport.
Only a Diffuse and Normal map are in the scene, nothing else.
I actually am pretty satisfied with how the maps are generating, I just have to make a better diffuse map. ^_^
Check the description for some explanation on a couple of visible problems that I know of and that I will be fixing.
Also, the diffuse map is just a test map. I was testing modo's texture painting tools. They're awesome. :D
I think it baked out quite well, looks really good and i like what you are doing, will take a long time to do a whole map with this level of detail throughout but it would certainly pay off. The textures nearly look find aswell, keep it up.