I’m having this issue where, yes i can bake the normal map, but when i apply it onto the lowpoly model with the normal map something weird happens in the middle of the model. I have no idea what to do.
And when i do put it into the model it looks like it has more blurry and less detail than the sculpted one even though the textures is 4k, but maybe thats just me. I will put the file here. You can look and try for yourself. A detailed description of what i need to do would be highly appreciated!
File: http://www.mediafire.com/file/t0aom5cg990xbi9/nihilanthtest1.blend/file
the file didn’t contain the texture so I baked it myself
Does your texture look like this? If yes then all you have to do is change the color space of your texture to non-color.
Ah sorry about that, and yes it does! I changed it to non-color and also did something called ‘‘32 bit float’’ that another person suggested. Still having this weird shading line in the middle. 
You are using the mirror modifier and the normals on the centerline of your …mushroom head? aren’t on the mirror plane. Apply the mirror, unwrap again, bake again, should be fine. You don’t really want symmetry for a head anyway, it’d be too obvious.
Or you can fix the normals and/or make a cage I guess, but it’d be a hassle and IMHO kinda pointless unless you’re doing a mobile thing and are really starved for video memory in whatever project you’re working on.
Allright so. The mirror trick did it! There is no more weird shading. But now we have ANOTHER problem, the normal is not showing at all. I made some marked seams which may or may not be unproffessionally placed. Also used those checker box textures to make sure if it worked nicely, seemed to look good. Baked, applied and there are no normals. There are normals on the image, but it does not appear on the model.
No idea. Can’t tell from the screenshot.
What I can tell is that your normal map is clipped and you should probably adjust your ray distance.