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Normal map doesn't match UVs

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Hey,

I just started using XNormal and I keep getting those weird edges in my uv seams. I was searching all day and found this thread: http://www.polycount.com/forum/showthread.php?t=81154. I tried to make my lp match the hp a bit better but it didn't work out. I'm pretty desperate now and I hope somebody knows a solution. I think I just missed something. I'm using Blender and because of that I use edge split to get hard edges. My cage has also sharp edges and the same topology as my lp mesh.


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