Hello. I have problem with baking normal map in xNormal. I created model in 3ds max, then i exported low poly, high poly and cage. High poly have attached "stars".Then i import objects into xNormal and bake. Now i have problem, because normal map is distortioned. It's just test, because i have always problem with baking.
I know the trick in 3ds max, where tessellation is added to consolidate the grid. However, when I add this modifier normal map looks even worse.1. High poly from 3ds max.

2. Normal map on mesh into Unreal Engine 4.

If you need more screenshots just let me know

Cheers
Replies
http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details/p1