I am facing problem while baking normal map from high poly to low poly character. So I modeled the low poly character first, duplicated it and sculpted in some details using the multi-res modifier. I then again duplicated the low Poly model, to be used as a cage object. Then Marked the seams in the low poly model and unwrapped it. I then put in the image texture node in the shader editor for the material of the low poly model, with color space as non-color. Created a new image with 2048x2048 resolution and 32 bit float. I then baked the normal map(all three objects were on top of one another), selected to active, with the cage object (cage object was encompassing both the high poly and low poly model) and had kept ray distance extremely small (0.0001).
With all this, the normal map generated has a weird patch(has no details) in it, due to which the final texture on the low poly model looks weird.
Here is the normal map with the weird patch which does not have any details:
Due to this, if I apply this normal map on the object, the area of the mesh corresponding to the patch stands out. In the following screenshot, I have exaggerated the normal map strength so make it clear:
It looks like I am doing something wrong. Any help would be appreciated....Thanks...