I tried baking a cut detail from a high poly source onto the low poly and around the corner of the object I got this stair-stepping effect when I tried to fix the skewing through Toolbags Skew feature. This is the geometry: Now I am thinking that the vertical edges are messing up the vertex normals? I managed to solve most…
I did use a heavy brush. Using a softer brush gives the same error, just not as bad. Joe said that this is a limitation of the skew function and mentioned adding a loop on the low poly where the cut is but advised against removing the loop after the bake to avoid shading errors.
Looks to me you made it super hard crease for baking it down in the first place. I am referring to Earthquake's post where he shows acceptable view distances vs sharpness of edges for baking. Basically you make em a bit rounder (soft) than usual for good results. Have this area more UV space, large 2k bake with AA stuff…
Assuming it's not tria gulation related (which it looks like it is).... It looks like crap precision in the uv interpolation. It'll happen more with long thin faces, if uvs are far from the origin, things are massive/tiny etc. Why its happening in toolbag is a mystery to me though. I can't see a single asset of reasonable…