Getting weird normal map where mesh is completely flat ( and how to bake normals for unity ) In short: flat surfaces are baked as non-flat.
I'm trying to bake normal map. It has some weird topology, but still quads, and they are flat. But, blender bakes those flat places as if they were not flat. I believe, instead of raycasting, somehow, it just uses data from smooth shader.

I use default settings for bake, just changed bake type to &quot;normal&quot;.
upd: i tried to double check everything and test it on cube. Just bake cube.
Now, instead of baking cube, blender uses cube's uv map as mask to bake previous object, that was hidden and unselected.
This happens when you have smooth shading turned on on the base mesh. Making it flat shaded or enabling autosmooth should fix the issue.
For the baking on the cube, it's not recommended to have the image you are baking in the material (&quot;Circular dependency for image &quot;image name&quot; from object &quot;object name&quot;&quot;), as it uses the old normal map to bake the new one. Try disconnecting it and bake again.