hello, I would appreciate if someone can help me solving this problem. I modelled my object in Zbrush, create the low poly with quad draw on Maya and I painted and baked the high to low poly mesh on Substance Painter. I brought the normal map etc back to Maya and I used the tangent normal, switched it to Raw from sRgb but still I can see visible seam from each of the UV shells. Can you tell me what's wrong with this? Thank you!