I have searched around and cannot seem to find any relative info on this issue. Only one forum post that claimed you need to subdivide the low poly mesh more in order to get rid of the mesh grid baked. However this does not work as it just makes the mesh grid higher resolution and appears on the low poly model when applied.
I have a high poly mesh I have sculpted in Blender that I am baking on to a low poly version of it. I cannot subdivide above 6/7 without crashing my pc as the high poly mesh is already really high. This is not a practical solution.
I even retopped the high poly mesh to see if my low poly was simply too different. didn't make a difference.
As you can see in the image. Which is the result of a bake onto a low poly mesh with a 3x subdivide modifier on it. It should be mostly flat but it has all these waves, which correspond to the faces on the mesh. My ray distance is set to 1. The high mesh is directly on top of the low mesh as required. I have adjusted the ray distance a lot and never makes a difference to the mesh imprint.
Thank you in advance for any help with this! Driving me nuts. I've been using Maya and Mudbox along with Substance Painter during university but want to have a blender/substance workflow for myself since I prefer Blender and also Maya are greedy with their licenses.