Hi! Im new to this forum and 3d in general.
Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope someone can help me figure this one out!
This is the model Im trying to texture:
High Poly
Low Poly
The UV map for the low poly (Have I done it correctly?)
These are the settings that worked best so far
And these are the problems Im talking about:
- On some of the straight edges of the flaps I get this (even though both the "low" and "high" poly meshes for this particular part are exactly the same!)

- Some of the ridges look uneven, others look fine. Like these on the lower wing

- Some edges on cylindrical shapes look uneven as well. Like this, right next to one that baked completely fine

- Too many jaggies! Even when I crank up the resolution to 4k it looks like ass. Is it supposed to be like this?
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Thank you for reading my post!
Replies
1) Low texel density leading to low res looking bakes. Utilize mirroring, overlapping, trim sheets or breaking up your texture sets a bit to resolve.
What is Texel Density and how to master it
2) Hardened (sharp in Blender) edges that aren't UV seams will cause artifacts when baking.
http://wiki.polycount.com/wiki/Texture_Baking
http://wiki.polycount.com/wiki/Normal_map
3) Angled / curved UV islands aliasing (exacerbated by low texel density)
http://wiki.polycount.com/wiki/Uv
4) Some spots where your UV padding seems extremely tight. Overall you could pack this tighter but you still need to leave a bit of room between islands to avoid "bleeding"
http://wiki.polycount.com/wiki/Edge_padding