What does your UV map layout look like?
EDIT:
Pick an edge that won't be seen easily. I chose an edge (thicker blue line) on the back side of the object.
http://i.picpar.com/4v2b.jpg[img]
I am using Maya, so I used the UV unwrap function from the Bonus Tools. I am sure Max has something similar. But if you unwrap it on the single edge you should get a single UV shell like this:
[img]http://i.picpar.com/6v2b.jpg[img]
No visible seams
[img]http://i.picpar.com/Ev2b.jpg[img]
EDIT 2:
I agree with Disheveled_Zen. I think you may have an easier time with a cleaner mesh topology, and baking the normals from a High Poly version will probably work well. How are you smoothing the object? It looks like your smoothing method introduced a lot of unnecessary faces. What did it look like prior to smoothing?
EDIT 3:
You can also try switching the texture projection mode from UV to Tri-Planar. Tri-Planar projection works rather well for tileable textures (typically kills all the seams), but you may get some distortion and artifices because of the shape of your mesh:
[img]http://i.picpar.com/Fv2b.jpg
For me personally, I would planar project the top, cut a seam along the top of the side, then cylinder unwrap that with 1 seam cut somewhere to lay it out flat on the UV's. You will almost always have seams on a model, the trick is hiding them the best you can. 90 degree angles are a great place to do that, because the sharpness of it does well at hiding the fact the texture is actually cut there.
Let me see your UV's and a slightly clearer image of the model and I can probably help more. Also I can't tell if those indents are modeled in or baked. You could get away with much simpler UV's if you based those indents down to a lowpoly, especially if this is some sort of floor object or something the players face wont get right in to.
First of all thank you guys.
This isn't going to end up in a game (not this version at least, I might use it to bake a normal map maybe), so I went heavy on loops and smoothing (not even THAT much actually, it's a single iteration of Turbosmooth lol). Polycount is for the whole smoothed model, this is just a piece.
Non smoothed:
Smoothed:
UV:
(Made this at 2AM, excuse the random placement, I was mostly worried about stretching)
Don't know if the topology is super-bad, at very least I there aren't any triangles or n-gons, so there's that. lol
There are denser areas because I wanted them to be sharper, so I added support loops for the smoothing.
You'll notice that the mesh is "open", my reasoning for leaving it like that the open part would be covered by other parts of the model, but in retrospect it's not a great idea, also because as you guys suggested, I could have hidden the seam there and nobody would have noticed it (it's an easy fix anyway).
In the UV layout those straight pieces are the lower part of the mesh, which once relaxed came out completely straight. I cut the mesh in four pieces because I didn't think that having the whole ring as one piece would be good (I was mostly worried about the raised section being distorted), but apparently I was wrong? I'm still trying to get a feel for UV layouts.