I don’t know what you did, but that’s probably not the correct way to address seams on Skin.
There was a forum topic I wrote in on with details, but thanks to the update finding it is a toss up.
In short, the material slot within the LOD section needs to have recalculate tangent checked, and the material itself has to derive tangent from normal map.
The clothing doesn’t need that, if on a separate material.
If using the same material, just bake the normal map in blender from a subdivided mesh onto a low poly one and use the produced normal - which will contain the hard lines.