Problems with baking high to low poly between blender, marmoset 4 and substance painter

Hi, I’ve made an optimized model from a high one using the least ammount of triangles possible and using UDIMS. Before exporting it I’ve triangulated it and exported as a fbx
The baking were made under Marmoset Toolbag 4, flipping the normals in the Y axis.
Some fixes were needed to be made, after fixing It looks with not artifacts at all


After that I’ve exported the texture set with correspondent names, when I’m checking if everything is fine, I’ve stumbled with artifacts that are not seen in marmoset.


By the way, the mesh and UV mapping it’s the following, the retopology it’s handmade:



Have you changed the shading after baking the normal map? Example: you baked the normal map on a smooth shaded model but then applied auto-smooth to the model (or the reverse).

Normal maps are meant to be applied to the exact mesh on which they were baked and to the exact normals on which they were baked.