Make your high poly wayyyy smoother. A cube might not be the best test mesh because of its simple UV's.. currently what you've got is all hard edges on the low, so each face of the cube will be 1 uv island, since there is no benefit to stitching them (performance wise, texturing might be a different story). This setup is…
From what I understand you want to always use an Average Projection. What this means for xnormal is you need to export a cage. Theres another alternative to that within xnormal but I'm spacing on it. Its a really easy alternative. The reason why you want to use an Average Projection is because the cage will ignore any hard…
Let me see if I'm finally understanding all of this: 1) Average Projection cage and Explicit Projection cage determines how the normals will bake. Average Projection does just that, it averages the normals together between the low and high poly completely ignoring any smoothing groups you apply. Explicit Projection uses…
Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…