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I think I found out that P3D uses the normal map as a bump and not a correct tangent space calculation.
This causes artifacts on the UV seams.
The only reason I think this is the case is because it does the exact same thing in Maya if I don’t select tangent space, I could be wrong though. You can clearly see where I cut the UV on the knee, the shoulder, around the collar bone, the elbow, the hips, every seam is visible.