modelI am aware the normal map is a bit weird near the intakes and where the wing meets the rear end of the fuselage. Ill look more into it as soon as I can
It is probably because of lack of a edge loop or two on the lowpoly, causing a mismatch between the low and turbosmoothed version.
That said, is there a point to baking the entire fuselage of an airplane unless you have a lot of floating geo by the way?
I did the bake in Substance Painter, though i used Xnormal first. But then something really strange happened in xnorm that made all my normal maps look green at some point.
The panel lines were drawn in Substance Painter, I found out there was an way to make nice straight lines with a plain brush tool.
The padding on the texture exports is way overdone, but it works and does not cause errors as far as I can see : V
UVW map:
Texture maps:
Diffuse
Normal
AO
Metallic: