I've been wondering that could it work if I had these meshes in Blender, for example:
* Character_LP_quads_with_UVs (for rigging in Maya)
Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded meshes if needed.
After the bake I'd export the quad mesh from Blender to Maya to import it, and have a .mb scene file for a rigger.
For the final step, I'd export the quad mesh from Maya with a final triangulation. I would assume that the difference would be slightly different triangulation than from Blender...
...sooooo, could I convert my object space normals to Maya (to use it for rigging if needed) or Unity tangent space with the new triangulated LP exported from Maya with handplane? Or am I still getting nasty shading errors/artifacts?
This whole thing, because I'm so much faster setting everything up in Blender for baking.