Yeah I removed the support loops, the one with the support loops I used to bake. The top image is comparing the two low poly models with the same normal map.
Haven't read all the thread but I cope with this that way: on beveled shapes I just edit vertex normals so they always perpendicular to a surface . Before baking. https://www.dropbox.com/s/8hniajain8adpaf/normals.jpg?dl=0 If there is no chamfer I do hard edge + cage and extra loops next to the hard edge as a modifier. Then…
It works to fix the skewing, but removing the loops after baking causes smoothing errors as the mesh normals change. If you want to work with that method, simply bake an object space map instead, remove the loops, and then convert the map from OS to TS. It takes like 30 seconds to do the OS -> TS conversion in XN or…
I think edge loops or 5 would be the easiest to quickly add and remove, but yeah it could work on any surface, but the more complex the mesh, the more work it becomes for less of an improvement.
In that image it the skewing looks pretty bad on both methods (except for the sphere). I'd actually say the skewmesh, while still bad, looks a bit better vs. the non-skewed model below. What if a single edge loop was placed in the middle of that cylinder before you applied the skewmesh? While my knowledge of normal mapping…
Yes. But now you have a triple bevel. But... Maybe you can remove the support loops after the baking, as you have edited normals and the bake went based on that? I think it should look the same after removing them.