That's because if they were getting scaled up to fill the space, that's breaking the texel density. You have the important parts scaled up, and you unchecked 'rescale', to save its texel density on repack. You could fix this by finding a tedious balance, or utilizing symmetrical UV's which will definitely help push more…
The biggest issue I see is baking down the handle scales separately will waste a bunch of texel density. There are probably other issues, but try combining the handle and scale geometry in the low poly and see what sort of density you get.
Hey Guys, I have UV mapped this piece here and used pack normalize to pack the UVs. Before I scaled down the unimportant part quite abithowever on the bakes the important areas like the front areas are quite pixelated even at 2k res. (some floaters). How should I combat it while still avoiding one area looking more…