Can't bake a proper normal map in Blender 2.9 I'm trying to follow Andrew Price's anvil tutorial but I'm completely stuck at the point where he bakes the normal map from a high-poly sculpted mesh to a basic mesh...
I have tried changing the ray distance and extrusion, I've also tried to Alt +  S the low-poly mesh and use it as a cage, but no matter what I do, the best normal map I get looks like this.

Most of it is blue-ish/purple, so the color scheme is matching a &quot;proper&quot; normal map, however it still looks really weird once I apply this image as a normal input to the low-poly mesh material. Does anyone know what I'm doing wrong?
When you create a new image in order to bake the normals, enable 32-Bit Float:

Also, use another material for the high-poly object, otherwise the normal map will cumulate with the real bumps.