as a first measure besides that i would start straightening UV islands, straight pixels just cause less artifacts in general.
also trying to paint over seams of a tangentspace normalmap in diffuse mode is generally not a good idea. if you want to paint over seams of a normalmap, use a worldspace and convert it to tangentspace afterwards.
increase or change your padding for the bakes. it looks like the texture is riding the edge too closely. this will become worse when the texture is downrezed. may want to pad the uvs as well, they're riding a little close.
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where do you bake these?
as a first measure besides that i would start straightening UV islands, straight pixels just cause less artifacts in general.
also trying to paint over seams of a tangentspace normalmap in diffuse mode is generally not a good idea. if you want to paint over seams of a normalmap, use a worldspace and convert it to tangentspace afterwards.
increase or change your padding for the bakes. it looks like the texture is riding the edge too closely. this will become worse when the texture is downrezed. may want to pad the uvs as well, they're riding a little close.