Hear ye, and behold yet another 3D pipeline issue! As you can see, the high-res mesh I am baking has non-detailed spots where the corresponding UV islands are stacked, so that in theory Xnormal will render the details from the high-res to both parts of the low-poly (All in the name of saving UV space). This clearly works…
Baking is only done into 0-1 UV space, but the texture repeats so offsetting by 1 or some integer ensure that those polygons are not used for projection but it does use the same part if the texture.
What I had done originally was overlapped the UV's and scaled their vertices together so they were perfectly aligned. I don't understand how moving the UV shells that are assigned to the blank parts of the high-resolution mesh will allow Xnormal to pick which part of the high-res to assign details from. I did however…