Thanks, the cage fixed the artifacts, but damn... xnormal is one cluncky piece of software ...
The seams are still there. ![]()
I added an extra edit poly modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique as, in each leg their own unique group instead of all legs in smoothing group 2?), exported it to .obj. and rebaked it, but the issue still exists.
Isn't there an easy way to select the uv islands via the uvw modifier and assign smoothing groups there?