OK I take back everything bad thing I said about Cycles not being of any use for game asset creation! I used cycles baking with a cage for the 3 Quixel Suite 2.0 DDO mandatory maps. AO, Normals and Color ID. No Zbrush or Xnormals. I really liked baking in Blender cycles, since anytime I found and issue with the cage, highpoly or lowpoly, I was able to fix, press bake and move on. No export obj, high, low, cage etc... Wait, fix export etc... like Xnormals... The AO bake is fairly slow, but the quality at 1000 samples was outstanding. A weeks work for the high and low poly, took about 2 hours to texture in Quixel Suite 2.0. Not bad since it was only my second project in the latest version of DDO. Original textures in the final Blend were 4k 16 bit tif, but way too big to post. The low end jpg still look stunning in blender realtime. The screen grab is straight from the editor, no rendering required. Enjoy
Nice lighting, love the glow under the ship great work man and merry Christmas and happy star wars day to you too sir!
Merry Christmas and Happy Star Wars Day!