You can replace steps 4 to 7 in the 801 version of Swizzle's instructions by installing this; http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 Then selecting your UV map and hitting the "Harden UV Borders" button (rightmost button, top row). Much easier :)
Ah, with SE it's a bit more complex. The cage is only for the low poly - the high poly doesn't get one. So you could still export two versions of your low poly mesh for baking it in xNormal (one low and one low with cage) - or just make the cage in something like xNormal. But that's assuming your high poly's from something…
First off, are you using Modo 801? If you aren't, then ignore anything about morph maps. Previous versions of Modo didn't have cage baking. If you ARE using 801, you need to follow these steps:* Read this help page about the baking workflow in Modo 801 * Read this thread about normal maps and hard edges * Set your…
Oh, yes! I'm a genius. The bowing problem is definitely an issue with the Vertex Normals. There's no reason to split the edge completely; that creates its own set of problems anyway. If I use Set Vertex Normals to create a Vertex Map, then I select the edge with the bowing distortion and apply a Split Normals so that the…