I can’t seem to get mirrored UVs to work 100% with tangent normal maps. I’ve tried offsetting the mirrored part outside of the 0-1 UV space. I’ve tried different tangent spaces in Marmoset and hitting the fix mirrored UVs button in Marmoset and it doesn’t seem to make a difference. There’s always a slight UV seam no matter what when I crank up the gloss/metalness sliders.
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Generally speaking, you may see seams at any UV seam if you zoom in far enough or if the texture resolution is relatively low. This comes down to how pixels are mapped to to UV space.
Your low is made of quads, which means that you cannot guarantee that a given baker or engine will interpret the triangulation of it this or that way. It can be okay in some cases (dense organic meshes for instance), but when absolute precision is needed (like here, obviously) you simply cannot afford triangulation not being explicitly controlled.
Now I am not saying that this is absolutely what is causing your issue - but this is a parameter you cannot ignore. This is precisely why asking for examples is not going to get you very far. The only thing that matters is your practical case, as there are more factors involved than it may seem.
And FWIW, to bring the point across : getting the same faint seam myself even with a 100% controlled triangulated model ... which is exactly why splitting UVs things down the middle of important pieces is never a good idea to begin with Not only because of technical reasons, but also because it means that any weathering pass will likely end up being quite noticeably symmetrical ...
One interesting aspect of your example is that while it is not representative of a "real world" scenario (mostly because your low is really quite different from your high) it does reveal a potential issue that is not noticeable in many cases. For instance :
Fun stuff.