This is a continuation of this thread. I'm using the new xNormal workflow in the July UDK build to achieve normals without shading errors on a model with 1 smoothing group, but a problem arrises for all my pieces that have been mirorred/symmetried that share the same UV space. When I flipped the green channel, the normals…
Ahh I see now. That's a pretty clever idea. I did this to my unwrap: Unfortunately it still didn't seem to have an effect. I brought it into Unreal and those mirrored pieces were definitely in the wrong UV space, so I know I imported it correctly. I then changed their Address X to mirror on the normal map and the pieces…
Yeah, I've pretty much given up on using the synced pipeline for meshes that use mirroring and just bake those out in max. I'll have to give your method a try.
If you're not importing the tangents you're throwing away the synched pipeline AFAIK. Try moving the mirrored geometry's UVs 1.0 along U as above, flipping around 1.5 on U, and then setting the textures' repeat type to mirror wrap. It should re-invert the tangents causing the problem. Though I don't know for sure as this…