What do you mean with 32 bit floating point? I assumed just rendering it as a tiff? because I have no other option on height map in xNormal :poly142: I get strange lines on the map when I bake it. Although I subdivided the low poly one time on final resolution. Do I need to subdivide it even more for displacement map…
Basically you don´t need hard edges at uv splits, you just need a uv-split at a hard edge when you bake normalmaps. And your mesh is really smooth so there should be no hard edges anyway. Since you will render your mesh in maya anyway i would bake a displacement map out of xNormal. Just select hightmap and use its raw…