Depends on what program you're using to view the finished model. Handplane offers a good workflow for clean results. http://www.handplane3d.com/ Also read the sticky: You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
My first problem is bending, not seams.And I want to get rid of it. My friend always uses a tesselated version of low poly to bake maps.But he works in Max. And I don't know how to tesselate and remain the same smoothing groops in maya. When I tesselate all edges become hard. In the maya docs it is written that for this…
I harden edges before baking and use an averaged cage in xnormal.The same effect I reach with maya baking.I use geometry normals and 1 smoothing groop(no hard edges).With both these ways of baking I dispose of artefacts but get the bending effect.