This is caused by a triangulation mis-match. You'll need to triangle your mesh when you export it (before you bake). When you use quads or ngons, different applications may triangulate the mesh different, which causes this X shaped error.
I'm not sure if this is the problem, but It's important that the mesh is triangulated in every instance (not just the bake mesh) so for instance if you have another copy of the mesh that you use for rendering in a different scene, or if you're importing the mesh in Unreal, Unity, etc, all of those meshes need to have the same triangulation.
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