Using 'cages' to bake normals
I just did the 'Normal Map Modeling for Games' course and am struggling with my own little exercise.
I made two beveled cubes, and the 'high poly" one has some simple extrusions on one face. I select the two objects and manage to bake the normals for the "low poly" cube.
When I don't use a cage, I get the result on the left, because the bevel from the cubes are different and the high poly cube's edges protrude over the low poly one, so I have to use a cage. The problem is that when I use a cage (with minimal distance or with a cage object) the center of the extrusion is scaled up and the outer part of it disappears from the normal map, as in the result on the right.
Am I doing something wrong? Any comments will be appreciated.