I'm currently having problems with baking in Toolbag 3. In the images below, I have a model which should have straight and uniform normals, based off the floating geometry in the high-poly model, however, the result of the baking process is wonky normals which definitely aren't straight. This model was brought into Toolbag 3 straight from Maya 2017 as an FBX. Any help would be really appreciated!
The Way it Bakes:
This is how the normal maps bake in Toolbag 3
How it Should Look:
This is how the details should look.
Replies
You need to subdivide your cylinder just for the bake.
https://www.youtube.com/watch?v=MnuK6xyi-qY
Paint Skew
Fixed
One thing you absolutely should not do is add geometry to the lowpoly, bake, and remove it, as this is likely to cause shading errors.
There's a bit thread on the topic here: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1