Hey there,
I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get weird shading on areas even where there are no UV seams? Am I missing something? A baking setting in Toolbag? A setting in Blender prior to exporting out(I have tried triangulation)? I smooth UV islands as per normal. In this example the UV seams are at the bottom of the cylinder, yet I still get weird seams at the top? Any help would be much appreciated.
Replies
That said, is there any reason for baking before restoring the other half? Can't you simply bake symmetrical mesh..?
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring