I have wanted to bake out a proper normal map for a while now using a combination of floaters and built-in geometry, with no cage tweaks or Photoshop manipulation. Looking around my room I found a Lynx can which seemed to be suitable. Like this:
All images are viewport screenshots using GrabViewport.
Firstly the high poly:
Here the high poly is on the left, the low poly with normal map in the middle and the standard low poly on the right:
The low poly comes out at around 1800 tris, which Im sure can be optimised as some of the bevels may not be necessary and the top surface topology may be cleanable. But the bake came out clean and looks good when viewed with the Xoliul shader. The map size is a downscaled 2048^2 to 1024^2, to capture the little ridges better. Although there is a lot of unused space on the unwrap, I was not sure how it could be maximised without sacrificing the size of the UV shells.
Any feedback on what Im doing right/wrong would be much appreciated