Hello. I am working on a dota 2 weapon and have been experimenting with overlapping uvs to save space. Problem I seem to be having is the normals are conflicting with each other...instead of just a even mirror. Like they are pushing opposite of each other.
I tried another bake with the uv not stacked and it came out perfectly.
So how does one properly overlap uvs when normal mapping?
I know it can be done! The guides valve released encouraged you to do it because of the very limited texture size
Replies
Alright. Is there a particular spot you need to put them or? I've only ever dealt with uvs in 01 :X
Edit: There is a way to OFFSET your UV's by 1 whole tile(any direction), which allows you to then bake in whatever app, then reverse that offset of UV's. What the people here are saying is it doesn't even matter where the offset UV's are, just get them out of the 0 to 1, bake, then put them back.
polyEditUV -u -1 -v 0;
(I think, i'm bogged down with some bakes right now to check)