After baking a normal for this mesh which has mirrored UVs down the middle I get a very visible seam in the location of the mirroring.
After reading up online about this problem most people suggest to offset the mirrored half of the UVs so they don't overlap in the 0-1 to area. I'm finding this really confusing and I attempted to do this but alas I failed. Here was my process:
Step 1: Bake a tangent space normal map with the two UV halves overlapping each other.
Step 2: After baking offset the mirrored UV half so it falls outside the 0-1 area (Offsetting by 256 units which is the size of the area). Problem with this is 256 units correlates to a full offset, and in Blender anything outside of the UV area simply wraps back around so it's the same as it being perfectly on top, and thus the seam remains.
Now I'm assuming my interpretation of step 2 is incorrect and I'm doing it absolutely wrong. The software I'm using is Blender + xNormal. If anyone can please educate me on how I should be doing this it would be greatly appreciated!
Replies
You're baking with the two UV sets on top of each other? If so that will screw up your bake.
I just tried baking with it only half the mesh/half the UVs and the seam running through the middle still persists.
This is an old polycount thread where someone had the same problem and managed to get a fix by applying that technique: http://polycount.com/discussion/53006/how-do-i-fix-mirrored-uv-seams-in-a-normal-map
Did you check that the UVs are not inverted when you baked half the model?(other half deleted)
Also instead of worrying about where the 2nd UV set goes (it just needs to be out of the way when baking) make sure you're doing everything else right. Check out this video.
http://wiki.polycount.com/wiki/Texture_Baking
Further to what @fuiosg said, is that a single UV shell? Because if it isn't you will need some padding to avoid bleeding artifacts.
Appreciate the help guys, and thanks a lot!