I have a question about creating Normal Maps and using them in Maya. Typically when creating game art in Maya- I share the UV space as much as possible… in other words- I overlap the UV to best use the space. This is of course a common old school technique. Now I’m creating Normal Maps- but I can’t share the texture space- I must “flip” the UVs, or the normal appears wrong on the opposite side- this means my texute maps fill up twice as fast 9in other words, a huge resolution loss). Is there a fix for this? I’ve been told there is for Max- so I’m hoping Maya too. Please help if you can.
Craig