Very cool, Pat!
Alright, I'm a little stumped on how to make a perfect normal map using Blender and XNormal.
For my Low Poly mesh: I have triangulated the faces, set the edges to sharp, applied an edge split modifier reading only those selected sharp edges, and applied the Triangulate modifier.
For my High Poly mesh: I have applied edge loop cuts to tighten the subdivision modifier to match the size of width as the low poly, and moved the rim of the high poly to center itself with the low poly.
For my cage: I have applied the same edge split modifier after creating the cage, and I have covered both the high poly and low poly at the most minimum projection distance.
For Xnormal: I have set both the High Poly and Low Poly to smooth Average Normals, and kicked the antitalising to x4. In baking options, I do have Tangent Space and the Y coordinate flipped. I have closest ray fails enabled as well as ignoring back faces.
Though, I still get a serrated look on the edges of my mesh, and I'm pretty stumped on how to solve this issue.
https://skfb.ly/6sUCL
Anybody have any suggestions on how to approach this?