Can reality scan help solve my issue with tile based scans?

Hi, I have an issue I’m trying to solve.

I have a beautiful scan here:

And I achieved this using Metashape. The method was to generate a mesh and check the ‘block mesh’ box and set the block size in meters. This method allows me to increase detail in my textures as I can bake to it 4k or 8k textures to each block. The smaller the block size the more detail I get from the textures.

There is a HUGE problem though. The blocks overlap and it’s driving me crazy. To clean this up would take days so I’ve been scratching my head over other solutions to achieve great detail in my textures. Mesh detail is secondary to me.

If I do the same thing in reality scan 2.0 does it do the same thing?

Here’s an example of the overlap issue I mean:

The Z-fighting is off the charts and leads to horrible light bakes like this:

Does reality scan also create this abhorrent mesh overlap if I were to do block sliced captures?

Do you have any advice on how to deal with this or a better solution for having high res textures in my environment scan please?

I had an idea that maybe I can export a full single mesh of the environment that hasn’t been block sliced, then slice it up myself and import it back in and bake the textures to that instead. Would that work?