I am getting these thin seams on my normal map where the edges are.
I read this thread on what seemed to be the same problem:
http://www.polycount.com/forum/showthread.php?t=73593
but I stilled haven't figured it out. I tried giving the hard edges a bevel, but that made it worse because the new black seams appeared where the new edges are (1 seam before bevel,, 2 seams after bevel). I also tried spitting the uv's,,, not sure I did it correct though. After I split the uv's am I supposed to separate each face and space it out?
I am using xnormal to generate my normal map from a high poly sculpt. I tried with padding (16 pixels) and no padding. I also tried with 4x aa. I also have to edit the cage in xnormal because some parts of the high poly are visible over the low poly.
Is this a problem with my geometry? Or with my uv's?

Im still new to all this, what's the workflow for uv mapping? Should it be one giant piece unwrapped or small islands of pieces?
Thanks guys.
Replies
Ok I read the whole normal map wiki here. http://wiki.polycount.com/NormalMap
You are right, there was no padding because although I had spit the uvs, I didnt space out each face so that there would be room for the padding. After spacing out each face (padding is 16 so I gave it more than 32 pixels between faces) the seems are gone.
This makes it harder to paint textures in photoshop though. I guess I could paint it in zbrush though.