tried to create normal map and use it for base mesh from the zbrush [the same model which I created map from], It did not worked aether.
Vertex normals, tangents and binormals aren’t going to survive an obj trip in and out of zbrush.
Than I tried to use displacement map for bump map but I got visible seams also. tried to create black and white map with and without calculation of scale.
These methods especially would ignore some pretty key information contained on the lowpoly mesh. A technique like that might be better fitted to planar textures.
With eXNormals I created color map which ex brought from zbrush. That map is seamless. Do everybody get seams in all models when you are rendering ?
The issue isn’t that you’re getting a seam on your normal map; that seam is going to be there because of the nature of the uvs. What you see as one vertex on the mesh’s shoulder is actually two verts (or more, depending on how it is unwrapped), and high chances are that what is considered left to one of them is relatively seen as being right to the other. If you have to use a color channel to describe that one direction, then you’re going to wind up with different values.
The problem is that those seams shouldn’t be visible once the renderer applies it as a normal map and takes everything into account.
Since it was never mentioned in the different things you tried, what do your vertex normals look like? What engine are you rendering in?