Rather then deleting the other half of the lowpoly (when baking the normal map), offset these uv's so they dont render. You can read about it as part of poop's tutorial. http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm Or you can (as shrew81 said) fix it in PS.
Hey everyone, I have been reading the poop's tutorial, which was certainly interesting. Software Used Zbrush to sculpt I use Xnormals to bake the high resolution data to the low polygon UV's. Maya to quickly preview results Goals is UDK Here are my temporary Diffuse and Normal Textures (I kind of rushed the retopo and UV…