Okay, this is something that has completely stumped me. I've recently made Tiny Tina from Borderlands 2 as part of a university assignment. I've even been speaking to the original character modeller on ArtStation about some of his methods and insights.

However, one thing he mentioned, was that he always overlaps his symmetrical UVs to save space, and his bakes always come out fine. I did the same, and though the Normal map and everything else
did come out fine, one map doesn't, which he said would be a problem. The Ambient Occlusion. I'm a little bit stumped on how to get a decent bake for it. I've read that the overlapped pieces should be offsetted by 1. I did that, but they still baked wrong. I've even tried offsetting them and then flipping them so they're facing the opposite way, thinking that would definitely be the answer, but they still came out wrong.
I've linked the low and high via Dropbox in case anyone wants to investigate further. But how do others approach this...? What's the ideal workflow? Thanks.
tina_low -
https://www.dropbox.com/s/4j6awzxrf1cp8rm/tina_low.fbx?dl=0tina_high -
https://www.dropbox.com/s/28oi6gn88wc5xtb/tina_high.fbx?dl=0