I would remove all of those cut-outs on the lowpoly grip, you can't really see them in the silhouette from that angle (nor would you from first person view), they add a lot of unnecessary geometry, and it look like they're causing you some issues with the bake. also read these two threads:…
But does that ugly triangulation of the n-gon really matter tho? The shape is the same, and I know for this thread (http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1) that support loops can help avoiding waviness in the normal map, but for flat…
@Gazu: Glad you like it! As for baking, definitely check out these great threads by Earthquake http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154 Everything I know about baking I learned from there or experimentation. @komaokc: thanks! I still have a few small…
It looks like you have a few problems going on. Your high and low are a lot different from each other, so getting a good bake is going to be difficult. Second your lowpoly doesn't look like it has correct smoothing groups, hard/soft edges in Maya, so you are going to get bad seams and shading. The other problem is you are…
Rather than the hard edge one I think he wants this sticky http://www.polycount.com/forum/showthread.php?t=81154 dirtyhairy has the right end of the stick. Vertex normal direction controls the direction the cage gets pushed to. Cage is basically the ray cast direction for baking purposes. Hard edges on the low poly don't…
Basic ray projection issue, well not so much an issue with any sort of software, but your mesh itself. http://www.polycount.com/forum/showthread.php?t=81154 What I generally do with this stuff, is just cut in one vert right in the middle of the offending floater/detail, this generally softens up the normals enough there to…
Excellent! I would also recommend giving the following threads a read, as they helped me get normal mapping down pat when I was struggling with it. http://www.polycount.com/forum/showthread.php?t=107196 http://www.polycount.com/forum/showthread.php?t=81154