Thanks rakmaya. Although I’m afraid u’re not referring to what I mean.
I think that you will all see the main issue here:

As you can see, I want to use the same UV space for some of the parts of left right that for the right part, reusing the textures of those parts (including normal maps of course). As the geometry is mirrored, the UVs are too and I can’t mirror them again because they wouldn’t match with the ones of the opposite part, so the texture wouldn’t be reuseable. This will cause all the mirrored faces have an inverted look. But Epic guys make it, so It is possible.
Now, without moving the UVs, how would you fix this? programming some special shader for the opposite part? Flipping the UVs but not moving them? (how can I do this?) any more choices?
I’ve also seen this document which talks about this kind of stuff, but I don’t understand it 100%.
http://developer.nvidia.com/object/gdc_tspacereal.html
Could you lend me a hand? with it?
Thanks a bunch cgtalkers 