the edge wear is mostly a procedural mask, derived from an object space normal map (using the find edges filter) and then multiplied with AO and a grunge texture.
Those lines? The texture in the middle is without any edge padding for an example, the texture around it is the texture as it actually is. I wouldn't release something with no edge padding.
Did you use edge bleeding to allow atleast 8 pixels space between the edge of your UV's and the end of the texture? Mipmaps are likely to be the cause.
Modeling in quads or squares is faster and easier, add an edge loop there, extrude that poly-loop, bevel those edges, I couldn't imagine doing that with triangles.
Looking at the example you provided and as you are in max 2017 - just click with shift held down at the start edge and drag to the end edge, man :smile:
I started to use shortcuts alot recently for edge loops/rings, connecting edges, and welding/collapsing in the viewport and in the UV window, and its helped alot.
i solved the problem by adding extra edge loops, but i don't understand why this happened, here is a picture of the uvs and another one for the added edge loop
I have problem with Maya. When i zoom out my model i always see the rest of the edges from the others. Of course, when i modeling too, i see the edges from the others side of the model something like this