I feel like this is probably a fairly common issue but I cant seem to find anything online so im probably googling poorly. Im sure the answer is probably how the triangulation is done but im not sure how else to do it, its the exact same topology and issue on the other side also. It was baked in marmoset and it looked alright in there although it was untextured. Thanks.
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Also ensure the Normalmap handedness (y/green-channel direction) is consistent between baking and texturing project.
Happy to take a look if you share files (zip + attach).
That said, I agree with gnoop on improving the lowpolys' shading. Hard edges at steep angles being the most logical option (considering you split UVs at fitting edges anyways) to remove the shading gradients from the lowpoly and subsequently from the Normalmap. The old Making sense of hard edges, uvs, normal maps and vertex counts thread contains some good information. Edit: Unfortunately images in the thread seem to be broken
Here is a quick test with the back body part, previewed with a smooth, metallic surface:
A - making use of hard edges at steep angles (+ split UVs)
B - smooth shaded
Attached the files used.
in practice, if the model looks good in an untextured, shaded view then you're in a good place to start baking.
it's not a guarantee that hardening all your shell edges will look the best but it's a good starting point