That looks very much like Z resolution acne. If there is a “bias” parameter for your shadow generation, try tweaking that. If you can set the depth channel format (I forget whether that’s a feature,) set it to float32, or another high-resolution format supported by your platform.
If not, then try arranging lighting that is less glancing angles to the surfaces.
Also, the resolution of those shadow maps seems pretty low for a close-up shot like that, you probably want to increase the resolution of your shadow maps (high number for static meshes, low number (size of luxel) for BSP geometry.)
Or turn off baking and run without pre-computed shadows. Modern GPUs with modern geometry can do very well in a non-baked world!