How to fix Normal Map Artifacts (Humanoid) After baking my normal map from my high poly humanoid model, and applying to my retopo'd model, I'm getting artifacts around the groin/thigh and fingers.
Without Cage:

Cage:


I'm new to this process, and have spent a few hours just messing about with the ray distance, margin, and even adding more edge loops etc. Also tried using a displaced cage to no effect.
Was really excited to finish my first sculpt in blender and was looking forward to using it in game on the low poly model, and artifacts happens... Any help here would be appreciated, thanks!
FYI: Newish to blender (tried it donkey years ago), and I got to say, I'm really enjoying 2.83. It's awesome!
Thanks to @mobin for prompting me regarding my cage, I did some further research and found out the proper way to do a cage.
My steps to resolve artifactings:

Duplicate lowpoly model, and name as Cage
Select all faces of Cage, alt s, to scale up the faces in normal directions
Toggle on mirror selection mode
Compare Cage to High Poly model, and push out all faces to completely surround the High Poly. i.e. Cage should be slightly bigger than the High Poly
Ensure there are no overlapping faces, i.e. tight areas like fingers and groin can be problematic, and require quite abit of manual adjustments
Bake for a perfect normal map