UV unwrapping issue with Blender-xNormal workflow

Hi, I have built a high poly and a low poly model in Blender, which I need to add to xNormal to bake the normal map textures. For my low poly model, I use a brick texture and hence I need it to flow continuously. As a result of this, some of the unwrapped faces lie outside the default 0,1 space. I wasn’t aware that this would be a problem when baking the textures in xNormal. Many of the meshes that I’m using are kind of huge semi circular walls and hence I end up having to use more space for unwrapping. Is there any way to get around this issue in xNormal? Even a different method or software is fine by me.