You will always have very little seams at the place you cuted when you made your uv.
During my quest of the unseamed stone,after many fight,i learned it come from the fact when you do your uv,the vertex on the seams split in two vertex with different tangency.(seems it s the way shadder actually work).So it doesn t use the smoothed tangency but two different (one for each polygone face)..
A good way to understand the thing is to use your normal map as diffuse and check the color on the seams,it has discontinuity.
That s why you usually try to hide them on your model.Kinda hard on a baldy guy..
There is two way to escape this,
-repainting on the seams the normal map to have color continuity
-Adding a loop on plane polygone.(so the splitted vertex will have same tangent)
http://t0.gstatic.co...VR0H30LU2nUXzZM
I precise it s for people baking hight poly model to low poly one to get theyr normal map.
Last hope is to have a shader that work better and keep the smoothed tangent for splitted vertex.
Edit : I still have this to try that could avoid some issue.
http://www.handplane3d.com/index.html
handplane is a new tool designed with the goal the of solving tangent space mismatch issues for everyone. handplane works by combining an object space normal map with a lowpoly model to create and engine specific tangent space map. This means that artists can continue using their existing baking software to create tangent space normal maps synced to the following engines:
3dsmax
Maya
Unreal
Source
Unity
Baking and displaying tangent space normal maps can be thought of as an encoding and decoding process. For everything to work correctly, the specific math used to bake the normal map needs to match how the game engine renders the normal map. Unfortunately, most baking tools and game engines use a unique approach. This mismatch can be seen as shading errors on your models. If you have baked normals before you have seen these errors in the form of gradients and lighting artifacts. To fix these problems artists need to use additional geometry in the form of supporting loops or smoothing splits- both of which inflate the vertex count of the asset.