Yeah I've tried swizzling the Y channel with xNormal and doing the same in max and all possible combinations. It doesn't seem to really help much with the seam. But just baking the normal map in xNormal alone I can tell is much better than 3ds max baking. At any rate, thanks guys, I think I've got mostly everything figured…
Try selecting one shell (in Unwrap UVW, face mode) then collapse the stack to get that face selection into EPoly, and apply a different Smoothing Group to the selected faces. This should create a "hard edge" down the middle along the mirror seam. Then render out your normal map again. Also I'm wondering why you have an…
Thank you very much now I understand. I tried generating the normal map quickly in 3ds max and while still not perfect, it looks A LOT better now moving that 2nd half out of that 0-1 space. I'm going to give xNormal a try now because it seems to generate a darker shade of blue along the edges in the tangent space normal…