I'm not sure exactly what you're talking about here but I'll take a guess. When you've got heavy gradients in your normal map you're going to get one of two things: A. stepping type artifacts, this is usually what Maya opts for B. noise, or dithering, which I think is what Max does and I prefer a bit honestly. But I think…
Triangulate your model before baking and before importing into your engine. You have no way to know how each export/import procedure is going to interpret these diagonals, therefore you do want to force them every step of the way. The very first picture in this thread is typical illustration of this problem, and this might…
With Maya, when you're baking in Maya, triangulating before you bake really isn't necessary for any reason. What you do want to do however, is lock your normals and triangulate before you export(because triangulation in Maya changes your mesh normals). If you're sending your mesh to an external app like Xnormal to bake you…
When I tried using the triangulate function in Maya, it gave me the results in that second pic. When I triangulated by hand, it was fine. That totally confused me. I tried hitting triangulate and then I think I hit Set to Face and then finally went about and softened up some edges. The bake looked fine after that, both in…