It looks like there is just not enough texture space on the UV for the normal map to actually represent any detail properly, resulting in these big pixels where the edges should be.
Thanks for the help, I tried what you said and made them bigger in the UV editor. The problem is still there but these weird pixels are smaller, so the problem it's not the resolution of the texture, also I'm baking in 2048x2048.
I actually managed to fix that noise quite a bit by redoing some UV of the most afected areas and using a single polygorup. Even so the result is still not the best, I thought maybe it just needed more Texel desnity but I rendered in 8K and thats the result
Render in 2K: as you can see some of the artifacts are gone but some are still there.
Render in 8K: I though that maybe it just needed more texel density but even rendering in 8K you can still see it.
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I tried what you said and made them bigger in the UV editor. The problem is still there but these weird pixels are smaller, so the problem it's not the resolution of the texture, also I'm baking in 2048x2048.
Even so the result is still not the best, I thought maybe it just needed more Texel desnity but I rendered in 8K and thats the result
Render in 2K: as you can see some of the artifacts are gone but some are still there.
Render in 8K: I though that maybe it just needed more texel density but even rendering in 8K you can still see it.
Also I add here the lowpoly and the highpoly:
LowPoly Mesh
HighPoly Mesh
Any idea how I could solve it? Thanks:)