Can you post some pictures of the issue? You can set custom vertex normals or add edge loops or bevels to help control shading. But if you have a hard edge, you need a UV split.
The edge wear is absolutely amazing! It really gives the tank that cold metal feel. It also really shows the power of a PBR texture set up. Do you have any tips on adding edge wear like that?
One question, How would I actually "normalize" the distance of each horizontal edges in the unwrap UV editor? I mean I want those edges have same distance of those which are next to them.
I think It's a smooth edge issue from Maya. The normal map helps hid it but not completely. Not sure if it would be acceptable to add control edges to make it go away, but in doing so would raise the poly count.
Here are a few different ways you could route your edge loops to get rid of ngons. The third example is the least efficient since it creates edges that don't contribute to the shape of your low poly model.
You've captured that spartan Pripyat look. As a crit I would say the door frames and edges need some broken edges. The tile in a few spots is too clean and needs some more depth. Good stuff.
Back with long Edges and 2 Support Edges: Breaking the Normals with the Edit Normals Modifier looks fine, but when i click on unify or "Set SG´s from UV Shells" in TexTools, the Errors come back.
@tsmith3d wow man these are really cool. Nice job combining 3d and painting. I do like the ones where you paint over them more, the combination of hard edges soft edges is working nicely.
yah lookin good, may want to select the edges where the door handle meets the body and hard edge them, assuming you havent already. And you got spot on what i was talkin about with the wheels~
I think it's starting to get there. The wear is looking good, just sharpen the edges of paint a bit. Right now the textures feel way too soft. The metal, especially the edges can have some sharper spec.