

Substance painter is a fantastic tool, but frankly for large-ish environments it isn't a great approach.

So, how can we help you're environment look better? This is all sort of besides the point though. This stops anything from standing from out too much - although at a certain density, though likely stop noticing it. But there's a strong argument to be made for having a consistent texel dentistry across a given group of assets. Generally you of course want to maximise your UV coverage, otherwise it gets wasted. There are addons for Blender to calculate this, which can be useful for getting consistent texel sizes. Texel density gets measured as Pixel/cm (or M). So yes, this will be to do with texel density - texel being "texture pixel".
