Hey All, So I've recently watched this video: https://www.youtube.com/watch?v=ciXTyOOnBZQ Explaining smoothing errors while baking hard surface objects. Basically saying that wherever you have a hard edge you must have a uv seam cut. Now I'm having a problem to get this working- I still get seam errors with separate UV…
Man I can't begin to tell you how long I've been wondering about this (I'm character artist and rarely have to deal with smoothing groups) thanks so much!!
You need to set up a cage in xnormal, with the basic front/rear ray trace settings xnormal will give you gaps in the projection at all your hard edges. Thats the difference between xn an the max bake, by default max uses a cage/averaged projection mesh.