I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance painter, baked normal map looks like it just baked details but with parts of just shade smoothed low-poly model (like in the picture).
This is how model looks in Blender when I use just shade smooth option all over the model.
On the other hand when I use auto smooth option (get's rid of bad looking shading from flat surfaces) I don't have this problem but I have artifacts on sharp edges.
I have no idea how to deal with it because I never had this kind of problem with baking befor. I know that it's probably problem with topology but I think it's worth it to try and ask for advice. Some of the Uv's are moved one unit out of the texture space because I mirrored them in order to get better texture resolution on model.
This is topology of low-poly model
I know post may seem chaotic, I will provide any necessary info if needed