Hey everyone!
So I'm creating a simple Stielhandgranate (stick grenade) as practice and I'm encountering a problem I can't seem to figure out, its probably something super simple but I don't really know how to fully explain the issue so I've attached images and would love some advice on dealing with it.
The problem is when taking the prop into Quixel the uv seems to mess up around the seam but only in the middle and I get these black things that appear but I can't seem to figure out whats wrong with the UV that's causing this problem or how to fix it. My guesses were that its something to do with the seam on the UV as the problem happens where the seam is or the normal map.
How I did the UVs if it helps: Planar mapped the right and the left sides separately - Unfolded separately - Sewed the two sides together - Straightened UVS.




Replies
To fix that part at least, you'll need to select that UV shell and use the Unfold and Optimize tools to get even texel density across the UV shell. That should fix the stretching, and maybe it will help the black splotch as well. If not, hopefully you can find an answer with more research if somebody else here doesn't give an answer.
In some cases, people will do like you have done and straighten out the UV shells so that they can pack things very tightly into a layout, but that is in cases in which some texture stretching is deemed acceptable. Like in the case of objects that would only occupy a tiny part of the screen, and thus the stretching wouldn't be noticed.