High to Low Poly Normal baking

Hi,
I’d like to improve at modeling game-ready assets with handpainting.
So I model on Blender, I UV unwrap, I sculpt on Zbrush, I manage so far, and I bake normal maps with JBake on Blender but the result is too weird. I don’t know if I’m missing a step.

Some people use subdivision surfaces and shrinkwrap to reduce the poly count but I’m not sure it will match the handpainting, game-ready workflow.

I’ll show you my high-poly sculpted mesh, and low-poly with normal map. As you can see it’s weird even though the normal map looks fine to me (no green)



I also uploaded the concept art I’d like to get close to. I really want to make my own models like this so help will be really appreciated. I watch videos and other posts from here but I’m stuck.
( I did no painting, because the normal map is not working correctly yet and I want to do this perfectly before the next step)

I feel like skipping the sculpt + baking normal map altogether and just paint from low poly like some people do, but it’s a different technique that I need to learn too, because you have to paint your combined texture with the normal map detail.

The topic can be very complex. So let me ask you if you used a cage for the bake, did you smooth shade the low poly before bake and is the texture node with the normal map set to “non color” in the color space?

Below is my approach, you see a low poly mesh with the normal map applied