Seams! my worst enemy

I am currently making a normal map for a glove so that i can texture it in ddo. I used the high poly glove to bake the normal map for the low poly glove. simple enough. My issue however is that you can see the seams on the normal map. This will cause seams in the texture with ddo if I do not fix it now. I was told that if I face my UV islands in the same direction that it would get rid of my seams. Doing that did help get rid of one of the seams, but not all of them.

Here is a screenshot of some of the seams and edit mode as well.




Here are the UV’s. I separated the top of the hand, the bottom of the hand, and another part of the glove that goes down the arm, that is the part that has no issues with seams for some reason.



I tried to straighten then pin the bottom of the gloves but it messed up the sizes.

I would say 2 things 1. use the UV Grid to make your alinements then pin then use Unwrap, also make sure your verts are facing the correct direction, you can go in to the property’s window for the UV tool and check stretch anything green is stretched out anything blue is good to go.

also you will always have seems best way to avoid noticing them is to hide them were the viewer wont see it in the final product.

Or, you could consider that gloves are things that actually have seams, and put the seams where they would naturally appear on a real glove.