I don't see any connecting edges on the high for the indents, so I assume they are floaters. In that case I guess the normals could be inverted or the cage doesn't extend outwards enough to capture them in the bake.
A new version out that fixes a couple minor bugs and adds a convenience setting in the Settings Floater: You can now save multiple model/material paths in your list of default paths. Here's the changelog.
Thats the highpoly atm, i used floaters this time : Thank you for your help, Its really helpful. I think next time i will start with the highpoly, that will make the workflow easier i feel...
Your latest render looks better than the last one. Like @Tits said try 16px. Substance has an Average Normal check box, leave this unchecked if your using floaters of any sort.
Thanks Mant1k0re, I didn't notice that with the table. I have a couple of high poly assets started - including those side panels. They're all modelled in, but there's no reason why you couldn't use floaters.
The one on the left is baked in Marmoset Toolbag 3 and the one on the right is baked in Handplane. The two inner rim lines are actually floaters but every time i try to bake in Marmost toolbag it always comes out horribly like this. It seems to be just floaters that this occurs on, I've tried a range of models and floating…
Show some examples of what you're having problems on, really its often adding in like 1 or 2 verts in most cases for the hard surface work I do, unless its a lot of repeating type shapes or something, then supporting loops work a bit better. I really try to think it all through from the high down to the low though, so that…
in the later versions of max, in the freeform section of the graphite modeling tools there is a tool to draw splines on top of any surface. draw the bevels out, model a beveled strip and path-deform/extrude along the spline. easy floaters!
Autodesk is planning to move all the tools in 3ds max to the Ribbon interface and the floaters to "caddies". Brought to you by the same guys who invented the viewport cube, steering wheel, file button etc. The rest are rebranded scripts.
are these really floaters like separate objects/panels floating above the base geo? Because they look like insets cut into your main geometry. http://wiki.polycount.com/SubdivisionSurfaceModeling?action=AttachFile&do=view&target=subd_floatingpanelinglines.jpg