I have been following quite tiring workflow to get a nice round edge look on low poll meshes for game assets but not sure if this can be improved or if I'm doing some unnecessary work.
Well, to get a seamless baking, I separate all hard edges on lowpoly model on Maya and then bake high poly model into lowpoly in substance painter but UV mapping process takes too much time if there are model gets too complex.
Usually I create initial UV maps even hard edges ae stitched together to get a compact layout, then select all hard edges and separate them. Later decrease the texel density just a bit to get some padding around separated UVs. With that I get what I need but I have to add padding to all UVs manually to prevent seams and it is time killer. I'm hoping to get some advices how to add automatic padding without changing the layout entirely.
Thanks in advance.