@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
its quite simple : you don't have enough texture resolution to bake to those UVs you just might get away with it if you snap your UVs to pixel boundaries but I wouldn't count on it (certainly wouldn't put the work in given that the UV layout is fundamentally wrong) you have 2 options - 1: bake to a much higher resolution…