How to avoid baking artifacts that come from subdiv when working on "lowpoly" game assets

An issue I face a lot when I try to model props or assets for games, is that when I subdiv the LP to have a good base for sculpting detail so that I can then bake. Artifacts and issues like this come about in the Normals and other maps.

The only way I was able to work around this is by having the LP also subdived to get rid of the initial sharp edge, but I am not happy with the poly count resulting from that and I know that people can make very low poly counts have amazing detail and quality after baking. So im wondering if there is a better way to do this that maybe im not aware of.

My current work flow is base mesh in placticity > clean up and unwrap in belnder > sculpting in zbrush or blender > then bake and texture in substance

i think it would be really helpful to have some images of wich kind of artifacts you are talking abaut. There are a bunch of different stuff that can lead to artifacts.
Using subdivision as the sculpting base does not sound like a workflow that should lead automatically to artifacts. It seams like a pretty standard workflow to me.

my bad I actually just forgot to add the screen shoot I took.

I was talking about artifacts that come from how the mesh moves after the initial subdiv

Someof those problems also occure when using 90 degree angles… just have a look here:

for the left one with 90 degree someone can’t even see the “edge” when viewed from front… because the “visible” result after normal bakinf would be… not good…

Also be sure to have a mutliple divide of the lowpoly… (so the edges “match” better) or a very very high highpoly… :wink: