I was wondering if there was a way to bake normals outside of the traditional 0 to 1 UV space. In maya I know you can take a UV snap shot out side of the 0 to 1 UV space but I cant seem to find a way to bake a normal outside of it
I know it overlaps and that's what I'm going for, but to keep my UV space neat I put some UV's out of the 0 to 1 space and want to bake to them. Guess I am just sol and will have to put them in 0 to 1 space.
xNormal also has UV offset values so you can shift the UV coordinates around by specified amounts. But you won't be able to bake outside of the 0-1 box without shifting the UVs one way or another.