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Baking a triangulated mesh in xNormal?

Hey everyone,

I'm working on a project right now and I've been getting a lot of these little errors.

normalErrors1.jpg

I found out these are caused by xNormal triangulating a face differently than Maya's viewport. In an effort to fix this I triangulated the mesh before exporting... and my results look terrible.

Here's an example with a different object:

mayaToXNormal.jpg

Now I'm super confused. I guess triangulating messes up the vertex normals, which influences the normal map. I've gone through the usual suspects - hard edges with correct UV splits are in place and the cage looks fine. Honestly, I'm not super clear on what is going wrong or how to fix it. If someone could bring some clarity to the matter that would be great!
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