Hard edges that aren't pared with UV splits can generate extreme normal values on either side of the edge and this creates a visible seam in the baked normal. If the hard edges are necessary for controlling the mesh smoothing behavior then the issue can be resolved by adding UV splits along the hard edges and adjusting the…
A ton of info in the stickies: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 https://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details/p1
Explanation and solutions: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1
Normal baking issues like this are generally caused by a combination of factors related to the layout of the geometry, hard edges and UVs. Without seeing the problem, wire frames and UVs it can be difficult to pin down which factors are at play and what the options are for resolving the issues with the model. For more…
As Till mentioned: there's other factors that are causing problems with the last two cubes in the example image. These could be mismatched tangent spaces, flipped triangulation, strong horizon occlusion or some combination of issues. The first two cubes in the example image are sufficient to illustrate the point. The last…
You need a cage file to get better renders on cylinders. This would be something with the same topology as the low poly, but "inflated" to encapsulate both the high and low poly meshes. I wouldn't even auto-generate one in this case, make it by hand. It will also help to change the highpoly's bands to be slightly beveled.…
You need to explode the parts before the bake to avoid overlap. Also the edges on the High-poly meshes are waaay to sharp. I can assure you that Substance Painter is not the problem here! Try to understand the basic principles of normalmapping first. You can use basic test meshes like chamfered cubes. You should read this:…
Yes small artifacts like that are normal (no pun intended) when having hard edges like that. It's due to the fact that a hard edge is in essence splitting that edge. The only thing I would look at changing on the highpoly is that inset edge that runs the perimeter of the blue piece. That inset is super sharp resulting in…
https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest your lowpoly is just too different from your highpoly. right now you waste a ton of tris for no gain. https://us.v-cdn.net/5021068/uploads/editor/6z/phh78dit2jke.jpg like in this image, instead…
Or... you could learn why it's there in the first place and rethink your workflow to correct it before it happens? http://www.polycount.com/forum/showthread.php?t=81154