Hey Kensey! I might be able to shed some light on the problem (funny joke, right?). You are always going to get light map seams on objects where the UV shells are mapped diagonally. You have to make sure your Lightmap seams fall between pixels to ensure a perfect seamless light bake. This means your UV shells are going to…
Have you setup the normal's smoothing groups? Have you performed a ResetXForm/Freeze transformations before exporting? You should be sure your UVs are well welded and, if possible, pixel snapped. Also, pls sure you export your models from ZBrush with the MergeUV option enabled. Are you using UV mirroring? You must follow…