In that case, it would be better if you created a more complex model for lod0 and remap your uvw's, then remove some of those vertices and create the lod1. You can use the extra vertices in the curved areas, they are really lacking smoothness right now. Just consider which vertices you will be removing along the process so…
I'm using the blue channel cause i baked the bent normal with 3d studio max...3dsmax uses a different coordination system where the vertical axis is Z and not Y, so in the end the vertical light information goes into the blue channel and not the green.