Hello, I am on Blender 4.4.3 and I have done my best to follow your instructions up to this point.
For some reason I am seeing weird shading on the mirrored parts of my object after I applied the mirror modifier.
It appears to be an issue with the tangent space as the normal texture wraps around the object fone until I put it through the normal map node set to tangent space. When I set it to object space the issue seems to go away.
The only way I was able to resolve this issue on part of hte mesh was by manually going to the uv islands for the red circle rectangular planes and flipping their uvs by negative x and y.
I understand that blender does a negative transformation for mirrored objects and uvs and it seems like once I applied the mirror mod it caused this strange issue. It also persisted in substance painter. I am also going to attach screenshot of what the tangent map shows when applied as a texture.
Thank you for the tutorial up to this point and thank you for your help as well!
Hi hhodain ,
That sounds really weird and I don't know what's happening.
Did you try Mirroring U and V in the Modifier?

What was the order of the Modifiers, before you Applied the Mirror?
You may need to post a link to your .blend file (via Dropbox, Googledrive, or so). Make sure to (File > External Data >) Pack Resources, Save the file and then upload.
Thank you both very much for the help!
Here is a screencap of my low and high poly modifiers that I had set when I did the bake.
Low Poly:

High Poly:
After doing the bake I selected the mesh and then did convert to mesh as the video instructed to apply the mirror modifier to the low poly model we export to substance painter. This is when things broke. After applying the mirror modifier post bake.
I do agree that setting a uv mirror here would resolve the issue but then it would require more texture space for the bake as the mirrored objects are no longer sharing the same uv island (no longer overlapping). It was my goal here though to try and follow the video and have overlapping uvs as in this tutorial Jonathon's baked normal also appears to have overlapping uvs. I'm wondering if something was changed outside the video as Jonathon's modifiers and steps the steps I performed were identical. The only difference I can think of so far is that this series is using blender 2.x and I'm on 4.x
Here is a screencap of my overlapping uvs. I imagine that as long as the mirrored uvs are not directly next to each other this issue would not be noticeable but I would like to see if maybe I'm missing something here

Lastly, here is a google drive link to 3 blend files, the current one, and two for pre/post bake. Thank you both again for your help, it goes a long way!
https://drive.google.com/drive/folders/15ZNj1XxpVSjc-wWyywu4n9Y62BsbtZZW?usp=sharing
https://drive.google.com/drive/folders/15ZNj1XxpVSjc-wWyywu4n9Y62BsbtZZW?usp=sharing
Thanks a lot hhodain !
I'll check those out tomorrow and see if I can find what's causing it (I am pretty sure it's not because of a difference in Blender Version though.
HI hhodain ,
I don't know exactly what's happening, but it seems to me, that it's not simply the Mirror Modifier, that's causing it, but the compression from 32 bit EXR to 8 bit PNG.
Also the change from sRGB, to Non-Color makes a difference.
door_normal, sRGB:

door_normal, Non-Color:

door_texturing..., sRGB. Doesn't fix it:

I don't have access to Substance Painter and I haven't watched all of these Lessons, but it seems to me, that the problem occured somewhere after Importing to SP.
After Baking in Blender and Applying the Mirror Modifer, everything was still okay, as far as I can tell.