I want to bake this twisted cavity geometry that follows a curve with an array modefier to a cylinder (see picture). I am new to Blender and I have watched a few tutorials on how to bake normals and so far no issues, but here I am stuck.
The problem is the normal texture have some parts right and others wrong. I have tried everything I can think of. Cylinder mesh is UV unwrapt, same position, tried cage, different ray distant, tried to applied the modifiers and also without them. And I have tried to read online information on normal baking too.
How can I bake this without doing it on a flat plane and leave a seam somewhere? Some professional blenderer out there that can give me a helping hand would be appreciated =) Thanks