So I loaded a free untextured model (of a gallows with a couple of coffins) into blender. I then used the “Smart UV Project” to generate a uv map for the model/texture. That seemed to work really well. I exported the model and used ShaderMap 4 to generate PBR maps for the texture. I then tested in game and noticed something a little odd -
More noticeable in the next picture -
For some reason the underlying triangles of the model are showing up as differences in height and casting shadows. FWIW Zooming in in-game does show that there is no interruption to the actual texture pattern. The above picture does not use either a height map or a normal map (unsuccessful attempt to fix it). Any ideas how to fix it?