My question is how would I go about making sure my UV's line up really well so that when I bake a HP model onto a LP model the seems don't look off. For instance trying to sculpt a crack on the HP model and it goes over a seem where the UV is. Is there a way to make sure this doesn't look off or is this a problem that needs to be cleaned up in photoshop?
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There really shouldn't be any issues with details being baked across UV seams...
Edit: It will also help if you give more information about what exactly you're doing. What are you modeling, what modeling software are you using, what software are you using to bake, what are you using to display the model (Marmoset, UE4, rendering in max/maya, etc)
It looks like your model is all hard edges/separate smoothing groups, but you've failed to break your UVs at those edges, which is giving you weird results at the corners. The areas I've circled in red on your normal map are what I'm talking about (there are more that I haven't circled obviously). Almost all edges on your model are going to get weird shading because the map isn't correctly baked.
Check out this thread/document: http://polycount.com/discussion/146667/a-practical-guide-on-normal-mapping-for-games/p1
Here's also a relatively simple demonstration of the problem. Your model appears to be having the issues seen on the center cube (separate smoothing groups, connected UVs). You'll want to separate smoothing groups/split UVs.
You'll need to set up your smoothing groups and UVs in a manner that works properly for baking normal maps in order to avoid shading issues like this.