I'm making hard-surface models in blender I'll be using for a game made with Godot. I often make models with blender's mirror modifier, which automatically stacks your UVs. That looks great until I've finished the normal bake and want to texture edgewear, which does not look good with symmetry. To make this simple for…
Hey thanks for the insights. I noticed the complications with texel density, but think I can still pipeline that with a little bit of work. I really do want to keep the textures square because it's more KISS and probably less unexpected problems down the line, but I have no idea how to approach it any other way without…