Joopson wrote: »
Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue.
It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray projection.
Nastya3D wrote: »
I make hard edges there and split uv. Why we can see a seam?
Ace-Angel wrote: »
No, a tessellated version will require the tessellated version to display, at which point it's not low poly anymore, Normal Map rely on the final result to be exactly as the mesh you used to bake on be, changing that mesh will destroy your normal maps.