The shader you're using right now does not do you any favors. The rim highlight only adds more aliasing artifacts.
And while I'm not very experienced with highpoly modeling, I think you've got your corners modeled a bit too sharp, so the normalmap will not capture them (properly).
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And while I'm not very experienced with highpoly modeling, I think you've got your corners modeled a bit too sharp, so the normalmap will not capture them (properly).