I would split the UVs much more. Base-Rule: When there is a 90° edge, split the UV Especially with substance painters Tri-planar projection for textures you don't need "conected UVs".
What Dethling said, also try to avoid those slight rotations of the uv islands you might get jittery lines depending on the resolution you are going for. Probably will not happen here as its quite organic design anyway, but you never know. Also easier to mirror parts of your texture if its not all rotated .
and i'ved baked it in Substance Painter however i get some of those lines at some parts of the model ( around the nozzle ) , is there a fix for it? or just leave it be as it's normal? also the white spot at the hand holder, may i ask some advice on more advance substance painter users for help
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Base-Rule: When there is a 90° edge, split the UV
Especially with substance painters Tri-planar projection for textures you don't need "conected UVs".
also the white spot at the hand holder, may i ask some advice on more advance substance painter users for help