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Mirroring seams

interpolator
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Shrike interpolator
Hey, so Im tring to bake this Rim piece and its 4 repeating pieces to save UV space

My normals are all ok, and ingame the model dosnt have any seam, but the normal bake comes out skewed at the edges


The model consisting of the 4 repeating pieces is collapsed & welded
Oddly I do the same (but with 2 pieces) for the tire, and its perfect there.

Using a cage in xnormal, is there something I am missing? 

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