UV map transfer with Data transfer modifier gives ripped borders guys. I, a Maya user who was asked to adapt my routine to Blender, ran into the following problem:
After retopologizing a Marvelous Designer mesh in Zbrush in a way that preserves 3d placement of seams, I try to transfer the UV map from the original mesh to its retopologized version in Blender with Data transfer modifier, but I either get ripper borders (both meshes are split along seams) or messed up inner parts. 

I've tried all Face corner data options, increasing Island Handling refinement, scaling meshes to real-world size + increasing Island Handling refinement. The only thing that works is splitting meshes by UV islands and transferring individually.
While I know a way around it, I am pretty certain it is possible to set this modifier to give me the results I want right away ( like in Maya)

I'm using Blender 2.78
Here's my file
Found a solution!

transfer uvs with Nearest face interpolated;
select the border edge loops and add them to a new vertex group;
transfer uvs again with the default setting but only for this vertex group.

Shown in this video starting from 22:13