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How to reduce normal map baking artifacts caused by low/high poly mismatch?

I’m using a Blender + Substance Painter pipeline (baking and texturing) with a low-to-high workflow: first a low-poly model, then geometry refinement, bevels, and subdivision. Since I’ve only just started learning, I ran into a problem on the simplest possible model: a cylinder. I made a basic 20-sided cylinder (0.6 m in diameter) and a high-poly version of it by adding bevels and subdivision.


When I try to bake the normal map, I get artifacts caused by a mismatch between the high-poly and low-poly models. Because the meshes diverge, the angles smooth out worse than they could.

Even though this only shows up on glossy surfaces, which I’m not planning to use, I’d still like to understand what approaches exist for solving this kind of problem and how closer mesh correspondence can be achieved. I don’t want to go with an “eh, good enough” approach, even if nobody but me will ever notice.

I found an example of what I’m aiming for: https://sketchfab.com/3d-models/curvedelements-nm-test-f2bdc226edf441609a67d82fb1a8e6c6

But I can’t get any further than LP 01 RESD. I don’t understand what repurposed normals and matching curvature mean. Any result starting from 02 would be fine for me, but ideally I’d want something like LP 02 REMC RPNM. Or am I doing something fundamentally wrong? (The tutorials I watched did not cover cases like this.)

P.S. I hope mentioning Substance Painter doesn’t make this post off-topic. I’d rather not cross-post if I can get answers here.

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