Hello there!!
Well, my problem is as follows: I have a model with a symmetry modifier apply onto it. Both mesh and UV islands have symmetry and now I take it into marmoset to make my bakes. What happens? well, a lot of seams and strange artifacts. How did I solve it? well, by taking my other half of UV islands and throwing it into an unused part of my UV map. Thanks to this I still have my mesh normals but there are no conflicts going on while baking.
My question is: How do you approach this issue on the industry? Having symmetry in my model helps a loooot but having to do this before baking is a bit troublesome.
Replies
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring
You should also triangulate before export, Turn To Mesh modifier is non destructive.
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Triangulation