I made this simple model of a ring in blender then textured it in substance painter. And I am having an issue when I use the normal map, making the seams very obvious. Any way to fix this?
As Sazerac mentioned, you need to set your Normal Map image to non-color space. In keeping with this, however, I would also suggest using a Math Node set to subtract instead of an Invert node (for DX to OpenGL conversion, I assume?), just to make sure things stay in non-color space, and there are no unnecessary back-and-forth conversions (as a matter of good practice). Your Roughness and Metallic maps should also be set to non-color, however, because you are using the same image for your Roughness and BaseColor, I have adapted the graph with a RGB to BW node going into the Roughness (because changing the color space of one of the images changes both, and setting both to non-color would make the BaseColor look "washed out").