No, there is still some misunderstanding going on. You just can't load a desaturated normalmap as part of your diffuse and expect a seamless result - doing so will *always* create difference in value across UV seams. That's why one just can't paint some "normalmap blue" to smooth out a shading seam - it doesn't work except…
Well the seams are visible in game even if not as pronounced as if I loaded normal maps as diffuse textures... https://i.gyazo.com/fa701c35224ea574d8488219e065c49a.png
To paint over like clone tool on normal maps to fix those seams is a viable solution? Is it possible in substance painter clone across all maps like normal , diffuse, occlusion etc at the same time with the same stroke brush paint ?