I'm not getting it...you need displacement to avoid seams in the diffuse ?
Seams are based on your low poly layout of the uvs, so by displacing the mesh seams could still come up no matter what.
Preventing seams requires you to create are more angular layout (avoid diagonal edges in uvspace)
Also you can use projections or bake with 2 channels, there are lots of tricks
I can also spot the different values in your displacement map in normal..have in mind it's float point based so you need to pick colors instead of just looking at it, since your monitor is not capable of displaying high range color values...
Use the AO render, and for Height Map, in Xnormal, use the Interactive Normalization process, so you can do the selection of what you need in real time.
So it is not high res enough for a polypaint ?
And still im not sure why you need a highres uv'ed version to make your diffuse texture just to rebake it back on the lowres. You will even loose quality because of subsampling during the baking process.
I would just paint on the lowres and use masks like cavity based to sort out some major landmarks. Highpoly based texturing is time consuming and once you want to create a character you think twice about doing the highpoly instead of just texturing the lowres version properly
Just my two cents
Replies
Seams are based on your low poly layout of the uvs, so by displacing the mesh seams could still come up no matter what.
Preventing seams requires you to create are more angular layout (avoid diagonal edges in uvspace)
Also you can use projections or bake with 2 channels, there are lots of tricks
I can also spot the different values in your displacement map in normal..have in mind it's float point based so you need to pick colors instead of just looking at it, since your monitor is not capable of displaying high range color values...
Did you tried out the displacement map yet ?
And still im not sure why you need a highres uv'ed version to make your diffuse texture just to rebake it back on the lowres. You will even loose quality because of subsampling during the baking process.
I would just paint on the lowres and use masks like cavity based to sort out some major landmarks. Highpoly based texturing is time consuming and once you want to create a character you think twice about doing the highpoly instead of just texturing the lowres version properly
Just my two cents