the first image is my high poly model.
the second is my SD6 normal map.
the third is my Blender normal map.

I cant understand how Blender produces a nice normal map which looks like its nice and linear, while the SD6 map looks like its created from a single focus point and the nuts in the corner are distorted cause of a 'shadow' effect?
some people elsewhere say "use a cage" 1) I got no idea what a cage should look like, if Blender doesnt need a cage why does SD6 need a cage? is there a quick fix? what am I doing wrong?
merci.