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X & Y mirrored normal maps?

Fuiosg
polycounter lvl 5
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Fuiosg polycounter lvl 5
Is it OK to have one part of a character model or level asset's normal map mirrored on both the X and Y axis, so that you're only using 1/4th of the texture space? I ask myself this whenever working on something circular, cone shaped, etc . From previous experience I can get it to work in the engine, but am not sure if it's good practice?
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