Hi, I'm Germán, a 3D artist mainly focused on innorganic modelling. I have years of experience with Maya and Substance painter, some basic knowledge of Unreal 4/5 and as of late I've been experimenting with AI to create concept art or materials with Substance Sampler and Stable Diffusion. I can also handle myself with…
The trick with the texture is diffuse light baking, done in for example 3ds max? Or is there some raytracing function in the engine (baking done within the engine, like UDK)?
Yes, the colours have to be solid for the masking to work as it should. So padding or diffusion on a single island like this leads to errors as the texture bleeds onto itself.