If your model is radially asymmetrical, you can also use a -1 scale in the Duplicate Special options to mirror across an axis, rather than duplicating then rotating it, and everything should line up no matter what (as long as your border lines up with the axis).
Thanks poopipe! That does work, A nice work around, Would be really nice if there was an automated solution based on some sort of normal math that could predict the normals of the faces beyond the border... I don't know, there's only so much i can assume...
Max 2012 has some really great UV tools, especially if you supplement them with the Unwrella UV Packer. Max has its own packer built in, but its packs based on the bounding box area of the UV shells instead of their actual borders.
nup banned forever :( Queenbeyan's not so bad, we just pay them out as being the inbred cousins across the state border.... heh besides you only have to sleep there at nights - you can avoid it the rest of the time... good luck with the hunting.
lightning shooting pigeons!! man!!! thats genious bordering on insanity! man! maybe if you look at it long enough youll get hypnotized by it and give these guys a job. also anyone get the urge to worship Ra god of the Sun and lightning bolt shooting pigeons.
You can see a little white along the edges of your leaves. This is due to using a white background on your foliage texture map. Try filling the white background with a colour-picked green from your foliage and they should disappear or at least not appear as bordered.
Nothing to say for now really. Texture and lighting is the thing that will either popup this piece or borrow it. I personaly would take more shoots, to have good base for photosourcing as this object cloud benefit from it. It can be easily split into parts (windows, moldings and borders)
i should probably point out that there is a uv shell border along that edge also, which is why there is a hard geo edge but smooth transition once the normal map is working correctly. but this wouldnt change the fact that locking normals makes the whole model faceted.
Well dividing by the processing power border is one thing and rightfully would cause outrage. Releasing games SOLY for VR, which are made and build around the experience and would be plain pointless without and properly, i believe would cause way less outcry.
From what I remember of MB from a few years back, it is extremely sensitive about UVs. Have you checked for inverted/overlapping faces, not enough padding, too close to your UV space border, shells that haven't been unwrapped, etc?