I have followed several tutorials on baking normals onto a low poly mesh.
I am also using a Cage encompassing both the low and high poly mesh:
This is the baked resul, bake created with the normal map disconnected and low poly mesh in smooth shading.
I can see some things look a bit off:
The Normal Map colour seems wrong; watching some videos, they describe the normal map as more saturated. I followed the creation of the image texture as the instructor described, doing it at 4k and 32 bits, then specifying that the colour space should be "non-colour" in the properties panel of the image space.
the broken normal coincides with the areas (overlapped image shared before) not covered by the low poly mesh concerning the high poly.
I am not sure if the Max Distance is rightly set. I also realized the scale is applied, but the mesh is too big regarding how many meters I use; I am unsure if this affects the process.
I would highly appreciate some guidance if you have experience doing this and find something to pinpoint on the shared images.