Hey guys, I am currently working on a hard surface model.
Here is my concept art-
I created the high poly by modeling with a subdiv surface modifier. I created the low poly from the base mesh for that, they fit nearly perfectly inside one another.
High poly in Unity 5-
For the low poly, I edge split the hard edges, and put my UV seams along them all. My cage fits nicely over the two models as well.
I triangulate on export from Blender, and load everything up into xNormal. Im using an edge padding of 8.
Now in this screen you can see some of the artifacts I am talking about along the sharp end of the blade here-
I am not 100% sure what is causing the artifacts, if you guys need more screens or information don't hesitate to let me know.