I finished all my UV maps and applied them to my model this week, meaning all I have left to do for the time machine at this point is put everything together for submission. I had some issues with my normal map that I couldn't identify the cause of, as each section was baked separately, so instead of trying to fix it during baking I just painted the problem areas flat in photoshop, and it seems to have fixed the problem.
I also turned the edge padding down when baking to stop the overlap issues. Below is the finished normal map.
My other maps, in particular the albedo and emissive maps, were something of a trial-and-improvement process. I had a rough idea of what I wanted the colours to be, and as I was using fill layers and masks for the maps it was easy enough to quickly change the colours, make a new map and refresh marmoset to see the effect. This process could possibly have been made quicker by doing more detailed, colour concepts, but seeing it in front of me on the finished model was very reassuring and satisfying, and didn't take too much longer if at all. As for the other maps, seeing how my changes affected the model in close to real-time was a really helpful learning process, and again, didn't take too long. It offered me a very quick way to experiment with things like applying texture masks to my maps, and I think I learnt a lot from the process.
Example of photoshop file structures
I applied a very high-contrast rust texture to my metalness map to add some character to the spinning top section. There are some grey sections on the map, but I raised the contrast to make it largely black or white.
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| Finished model |






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