Hi! If you are baking to the game mesh - with overlapping UVs mapped to the trim sheet - you are bound to get issues. Instead: 1) Layout the high-poly trims/geometry on a plane (multiple if you use match by name), bake and texture. 2) Map the game meshes UVs to the trim-sheet. You should find plenty of tutorials out there.
thats much better, but there are still some tiling issues with the dirt on the bricks and the trim brick colours, also roof edge trim (sides) is bare and needs some loving
I am trying to use the trim workflow for sci fi stuff, but when I unwrap a panel line and make it straight the normals get broken. This is how this works or am I missing something?