Basically yes , because its already a seam for a videocard and every hard edge is a split edge doubling vertexes along it. Yet not every UV seam needs to be a hard edge and you don't have to always do hard edges along beveled edges. Google and try to understand face weighted vertex/split normals or ask chat GPT? Shading of…
Not much to add. Neox and pior have already covered most of what's relevant to the original question about the normal baking artifact, including the how and why. The handplane video in the thread Neox linked to is a really good summary of how it all works. Definitely recommend watching it: there's a visual breakdown of…