I would like to create a seamless normal map from a model I constructed.
First I made a model
Then I baked a texture in Cycles as a Normal map to a squared plane, with a non-seamless result
As a next step I unwrapped a square plane, arranged its duplicates that shared the same mesh (made with Alt-D) to see a seamless pattern, and by manipulating uv map, made sure that the texture on the plane is seamless
What is a good way to transfer the seamless part of the square back to a new texture? I managed to do that with baking Emit like below, but I guess there is a better way?
"Baking Emit" method is clunky because after it is done I have to crop transparent part from the image and resize it back to 1024x1024 size




