Anything after the suffix you set up gets ignored, so you can do just what you are after. So if we take your bag as an example. The highpoly might be bag_high , bag_high_buttons, bag_high_stitching, bag_high_zipper, bag_high_whatever.. and the low poly would be bag_low
xn 3.20.0 is coming soon ( waiting for Max/Maya 2017 ). I'm concentrating in xn4, some friends are taking care of the xn3's releases. We're migrating the infrastructure and that's why I was silent and some links/emails are broken. We'll fix that the next week! ;) xn4 was delayed due to Vulkan, Metal, OpenCL-SPIR, etc...…
Jogshy's wonderful development blog was recently deleted too. I'm worried and/or bummed, because I love xnormal's versatility, and was really looking forward to xn4. Hope he's just busy working, and forgetting to post online. It's been a while though...
Put those high pollies in a group. Use renamer tools and it should auto rename to bag_high_01 - bag_high_99. I've had up to 250 high poly pieces for 20 low poly pieces and it worked perfectly.
https://support.allegorithmic.com/documentation/display/SPDOC/Matching+by+name From their documentation, your buttons would be "bag_high_button01, bag_high_button02...." and that would all get baked to bag_low.
xNormal has been the standard for so long even with the new options of substance painter and knald, given xnormals price point, zero, and how near everyone has learned it, it's not going away easily, it will always have plenty of room for catch up even when it falls behind to the latest apps.
for painting, yes. for baking though? i have a 770 GTX and can't find any setting in SP that looks like it would switch CPU/GPU. my bake must have been happening on CPU. took ages.
Good point, I should've said "more control without using a separate bake mesh". Though in terms of extra effort they're (cage vs bakemesh) basically the same — personally I prefer the cage as I find managing a cage with morph maps less cumbersome than a separate baking mesh, and it's not like the added geometry to the…