Creation of a seamless texture from a model 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
Use another UV map for target image

The parts you must crop are created by the usage of the same UV map for both the source image and the target.

If you create another UVmap for your object that is filling completely your target image space and set up proper relations for the images coordinates like in the image below, you should be able to achieve a cropping of the image.