Hi @EarthQuake. I completely understand and agree with the points both you and @Neox are saying but you made a good point explaining the "shrinkage" that happens when subdividing a mesh, the low poly ends up being slightly larger, etc. I understand that if we want to make the edges of the model rounder we can do that in…
I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
My guess his advice goes to cage model rather than low poly itself. Or it may work when you bake world space normal map to be re-baked into tangent space in a separate pass . Especially when you use some 3d party renderer that is not directly supported in package bake tool. For world space normals the actual shape of low…