After much learning, finally got my static low poly pilot normal mapped (major breakthrough for me). But I keep seeing the actual UV mesh edges showing up in the normal maps (as seen below). I use Maya2013 for baking normals as I seem to get bad results when using MayaLT2018. Would anyone be able to steer me toward the why or what to look for to uncheck or modify to eliminate this?
I tried unchecking the "Connect maps to shader" box but that just prevents the transfer of normal map altogether.