It's worth mentioning that unless your engine supports a separate set of tangents per UV set (most don't) you are restricted in how you can UV the object if you rotate shells or scale shells non-uniformly between UV sets it will result in normal map artefacts. you can hack your way around this in unreal but it's not a…
Found this from Alex Senechal, amazing work ArtStation - Premium Tech Industrial SCIFI Trims and Floor Set - GUMROAD but curious he mentions a two UVs workflow with Trim Sheets. Does anybody know how this works? Or if there's another post in here that speaks about it - couldn't find anything myself.
Understood, thanks a ton. So prob the second UV is set to cube projection and I define that UV to be used by the ambient occlusion/curvature/roughness/metallic maps so that if i cut a decal within my geo it doesn't look off