Anti-aliasing for texture baking.
Texture bake in Blender have no anti-aliasing on the border of baked meshes and on hard edges of baked meshes. I like baking system in blender. But when i need bake something like screws, straps and etc. result is unusable for game objects with limited texture resolution. example - i.imgur.com/1bCJnbH.png 
8 Comments
I think the proposal should just be called "Anti-Aliasing for baking in Cycles", it's a longstanding issue.
The workaround is to bake at a higher resolution and then downsample the image to the desired resolution.
Example: You bake at 4096x4096 and then rescale to 1024x1024. This has more or less the same effect as taking 4x4 (=16) Anti-Aliasing samples (if the baker had support for that), assuming your rescale algorithm takes the average of 4x4 pixels to produce 1 pixel (e.g. "Bilinear" or "Bicubic" rescale option in Photoshop).
Also note that if you render e.g. AO maps, you can then reduce your AO samples accordingly to achieve the same level of noise, i.e divide by 4x4 (=16) if you render at 4096x4096 for a 1024x1024 rescaled output.
Not only in Cycles. Sometimes faster do it in internal render. Yes i know about downsample method. But it only "more or less the same effect". And what if needed 4096 in final result? and what if even more? In most cases necessary export and bake in other soft. And it's not cool. Especially when in the process can be changes.
I'm not saying it's the solution , I'm saying it's the workaround . You didn't mention the workaround, so even if you know about it, it's important that everyone else knows about it, too. You were talking about game textures - if you need a 4k map, bake a 16k map instead. If you need even more than that, you're probably outside game territory.
By "more or less" the same, I'm talking about very minor variance, it's still going to be close to indistinguishable. Anti-Aliasing through super-sampling (like this) is a very high quality method (possibly better than whatever the renderer would do itself). For something like normals, averaging multiple samples (whether through AA in the renderer or through resampling) is technically incorrect anyway. However, the anti-aliased result is still usually preferable in practice.
As for workflow, there seems to be an addon that can do the resampling for you: blenderartists.org/forum/showthread.php
Sorry if what I say seems rude. my English is far from perfect. I would not want to say that you say something wrong. Just said what I want bake without workarounds. Workarounds always break good workflow. But now we have no choice) thanks for link.
It's very difficult to understand what you're asking for here. It would be best if you fleshed out your description more. Consider including images of the result you get versus what you want to get.
don't know why, i can edit only title. here is example - i.imgur.com/1bCJnbH.png
You need to use Markdown syntax. There's a link to a cheatsheet on the right when you add a comment or submit a new proposal. Here's a direct link to the Markdown cheatsheet .
Thank you very much