I baked from High to Low in substance, not sure what you umean by UV breaks on the low wherever there are hard edges? If you mean splitting the UV's on the model example above into 3 seperate UV islands then yes I did that :) This is from Sunset Overdrive, the PDF and Video Talk explains that they are just using the…
You could also make your trims have no grunge detail, so they are just bevels and colors. Then use a blended multitexturing approach (controlled with vertex color for example) to add a tiled grunge texture whereever you want.
Yes. Although you still need to solve for end pieces, corner pieces, curved sections, etc. One solution is make a smaller segment of the texture tile with itself. For example here's a square within the longer tiled texture: You can make that square tile with itself. And the longer trim still tiles too.
Thanks, yea it's just working until it clicks in your mind and it all makes sence :) I still got quite a few areas that just confuses me for some reason. Like this simple example, how do I connect these polyfaces in the Trim Sheet without each one of them doing their own bevelling? I managed to make all my hard edges look…