Or, may be, i have mistake with using smoothing groups, almoust all problem places are on the hard edges, places of contact polygons with different smoothing groups.
Read these threads and try to get satisfactory result in XNormal. I created a simple model and the best my result i got with one smoothing group on model, with different smoothing groups i got a white line on rounded edge. Here my result with rounded highpoly, lowpoly with one smoothing group and separate cage (unsmooth,…
Got the render interested in several places, identified red there aren't the seams on UV's. Is the necessarily doing the UV's seams in every places, where i have the joint of different smoothing groups on model, or is the other way?
It is, as i think - satisfactory result on model. So I got new lowpoly model(to get rid of possible modelling errors), done that as close to highpoly as i can, and get that render lowpoly with normal map with one smoothing group. And can see the black space on edges
There can be many reasons for an improper bake, read this thread: http://www.polycount.com/forum/showthread.php?t=107196&highlight=Smoothing+hard+edges Also I usually preview a bake in a render-er (marmoset) other than the program I used to model. Also, when posting images use a hosting site (Imgur) and use the provided…
I had to jump in before you spend to much time troubleshooting one thing when you really need to go back and fix another one. That UV pack is really bad and could be tantamount to the other issues you are running into. You need to try and get all of your UV shells with straight edges pointing up and down the U or V…