Thank you for this info and all. I appreciate your notes. I do have a few things. The part about hard edges having no slits or to say no seam will result in artificats. Is that why a good idea at times to use weighted normal or just have it complete shade so it doesn't get it. I know that substance painter will tell you…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…