It looks like the polys you are seeing are baked into your normal map itself. You'll need to go back into 3DS Max and make some new smoothing groups for your model, then rebake all your textures.
Smoothing groups define which areas are smooth, and where the hard edges are. A hard edge will be created where two different smoothing groups meet.
If you don't define your smoothing groups you'll be able to see the shape of all your polygons, especially on curved surfaces like your rivets and your handle. Substance has taken those shapes and baked them into your normal. Smoothing them out with smoothing groups and rebaking should fix it
Side note: when you make your UVs try to keep everything the same scale relative to each other. Your handle and blade should be big and your rivets should be small. That way all your parts get the amount of texture resolution that they need. Don't squash things either! Your UVs should be the same proportions as your 3D sword, or you'll get weird things happening with your texture.