So, I have the assumption (correct me if I’m mistaken) that identical UV islands (in this case, for sections that are symmetrically mirrored on the mesh), can just be stacked over each other to give them more space, which allows them to be scaled up to hold more pixels and keep the UV maps from getting too cluttered. I’m…
You are half right, they can be stacked. After the fact though so take all of your overlapping UVs and offset one side of them by one 1 UV space. What is occurring is essentially the pixels are being given two different inputs which will result in bake errors and texture errors. Once all your baking and texturing is done…