Have you merged those parts together? And do they share the same smoothing groups? When you unwraped those parts you can wield them at the end, this doesnt affect the bake, but it can remove seams at such points.
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing.
In other words, the edge that seam lies on is not a hard edge, is it?
I'm not sur if this will work but if you haven't done this give it a go:
Select the mesh and soften the normals for it(Normals>SoftenEdge), rebake.
If that fixed it the vertex normals running along the loops that you cut the uv's where the seam is are not aligned. Softening the normals aligns the vertex normals of each vertex.
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And one more thing, there's one artifacts at the bottom of the pants too. Tried cage and various settings, still can't fix it.
In Maya, "Smoothing Groups" are defined by soft edges and hard edges instead. A slightly different way to define where vertex normals should split, but essentially the same thing.
In other words, the edge that seam lies on is not a hard edge, is it?
Select the mesh and soften the normals for it(Normals>SoftenEdge), rebake.
If that fixed it the vertex normals running along the loops that you cut the uv's where the seam is are not aligned. Softening the normals aligns the vertex normals of each vertex.