Although you haven’t shown a wireframe, it looks like the seams are probably due to triangles or diagonal discontinuity.
Displacement maps are very sensitive to changes that may appear at the UV borders!
There are several things that can be done to avoid visible seams. The fastest and easiest is to use a quad-based mesh with AUVTiles (at the default AUV ratio) or GUVTiles mapping.
If the mesh contains triangles, you may want to try the following:
- Go to subdivision level 2 (which is 100% quad-based).
- Press Tool>Geometry>Del Lower to make this the new subdivision level 1.
- If you wish to use a map size other than 1024x1024, create a texture of the size that you would like. ZBrush works best with a power of 2 (256x256, 512x512, 1024x1024, 2048x2048, or 4096x4096).
- Set the displacement map size to match the texture size, and create your displacement map.
- Export the displacement map and the mesh to the external renderer.
This approach will allow ZBrush’s SmartSeams routines to execute automatically.