Bakeing normals (with overlapping UV's for optimization)

I have created a model and unwraped it. I have also overlaped my uv’s where textures will be repeated so that I can fit more on my UV.

I plan on bakeing a high res vershion of the model onto the low res vershion however because the uv’s are being reused and are overlapping, the high res model might be trying to bake 3 windows into the same texture space makeing the normals distorted and overlapping.

Is their a way that I can make the bake ignore some of the UV’s by hideing them or simply by removeing them and pinning them off the UV map?

Thanks in advance.

Ok, I have fixed the problem. I just created a new UV from the main one draged off all the overlapping areas into the non repeatable UV space and baked. I still need to adjust the clipping size when I bake and it needs neatening up but I fixed what I wanted to.