Sometimes shading errors like this are caused by unwelded vertices. Or different smoothing groups. If that doesn't fix it you could unify the normals of the mesh. In 3ds Max you can do this by applying the modifier "unify normals" and hitting the "unify" button.
Bakes turned out pretty well. One thing I noticed is the cord has some bake errors on it. You could probably just paint these out though. Cord is round and smooth without much surface detail anyway.
Flipping the green channel in your normal map should fix the huge visual error you're getting, but you also have a couple black seams that come from not having UV seams matching all of your hard edges.
Nice hacks you got in there, but in production env that would be to slow, and the final result is not that good, shading errors, maybe that can be corected. Here is something like what you made but in 1 min....nurbs and converted to mesh. Fusion Power :) ).
Ohhh, your vertex normals toolkit. I didn't catch that XD Yeah, I'll try that out. -Edit- I'm not sure it does still work with SE; I'm not getting an error message, but the icon isn't there next to Work Plane.
Have you turned dynamesh off then turned it back on? I cant understand why this would happen other thanthere being an error in your mesh. Are you working from an exported basemesh? If so are all the normals the right way?
I don't see anything obvious that would cause the combatList to be null. It looks like it shouldn't be able to get into that loop to throw that error on var targetLookPoint = GameObject.FindWithTag(value); Can you put in a debug.log(value); after the foreach loop?
update FInd the 7 differences Ok...ok , some work on the gloves, Legs muscles, feets and cuadrify muscle like WOW Style, i find MUCH more errors on the belt, I reparare that i hope you like it
When it comes to the high poly the amount of polys is irrelevant, the question you should ask yourself is does is smooth well? Right now you posted screens with wireframe on so its hard to see any errors in your highpoly.
I am afraid of using Zbrush for small details in this case as it will be very heavy and then hard to make cage match the HP. Also I think nDO 2 will do the same task easly and less baking error too , right ?