sounds like you are baking maps in mudbox, if so then don't.
it has lots of problems with normal maps display and baking.
stick with xnormal, maya or max.
Well I took a low poly into mudbox and subdivided it into a highpoly mesh and than using the export maps created a normal that I sent into maya. When I render it gets the seams. They seam to be inverted on spots. Here is the latest example
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Baked where?
Displayed where? What is the target?
Screenshots?
etc etc?
it has lots of problems with normal maps display and baking.
stick with xnormal, maya or max.
But I would agree, you shouldn't bake in Mudbox, try Xnormal or pretty much anything else.