Hi Polycount, Using XNormal to bake a Normal map, but I'm getting some horrifying smoothing errors and I don't know what's causing them. - My cage on the low poly mesh looks fine. Everything should be triangulated correctly. - UVs look fine to me. - Normals look fine on the High and Low poly. - Test bakes in 3DS Max look…
As a whole it's not looking so bad now. Been gradually sorting stuff whilst making tea. Just a couple of little issues left: The octagon shape with the circlular extrusion might need a few more sides to help smooth it nicely. Couple of smoothing errors here - probably smoothing groups or too little geometry?
I've got padding set to 8 at the moment. I've fixed most of the stuff. The remaining issues are where the UVs have just skewed for some odd reason - presumably because there were normal errors. I've got it open in Marmoset too (awesome work on that by the way!) :) Not solely relying on the 2D as that would be difficult to…
Looks like pixel padding, not a bad thing (very good, in fact, helps with mipmapping). You could stand to have a lot more pixel padding, as too much is not a thing. Never look at a normal map in 2D to diagnose problems, apply it to your mesh and see what it actually looks like.