#I let unity create the lightmaps and it

1 messages · Page 1 of 1 (latest)

glad perch
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Comparably much better
Also check debug views for UV overlap and texel invalidity

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So you'll know if they're separate problems

lost flicker
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*checking

glad perch
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I'm not familiar with UE4 lightmaps, but whichever way you unwrap you'll want to minimize the pixels wasted on seams

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Especally on faces that are connected anyway

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By seams I mean margins/padding between seams
Some is necessary, but that's why you'll want the UV islands to contain as many connected faces as topologically possible

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Unity's auto-generation generally does a better job than any blender's automatic unwrap method, and overall beats manual unwrapping too in the average use case

lost flicker
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Im using bakery not the built in lightmapper btw

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Im forced to used unity 2018 for what Im working with

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and 2018 light mappin isnt too great

glad perch
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I have never used Bakery nor have I seen that specific sort of baking artefacts so I guess that's why

lost flicker
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I tried using unity and it didnt work much better it seemed

glad perch
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If each blanket is a deformed plane, you could unwrap their UVs as planes/squares if you want to do it manually

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Automatic generation works by angle sharpness so fabric wrinkles may throw it off
though that might not be the cause of issues here

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A mesh face should not be able to "see" the backfaces of another mesh, or the light ray will be terminated resulting in unsightly texel invalidity artifacts

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That might be the cause of the black stripes, as the blankets are clipping quite a bit

lost flicker
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hm

glad perch
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Seams for every face is bad
Meshes clipping into each other is bad
As far as light baking is concerned anyhow

lost flicker
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oh

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i thought I should seam for every face unless the planes are the same

glad perch
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Looks like a lot of wasted polygons in the blanket edges too, though that only affects bake performance

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That tutorial is for UE isn't it

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Also remember to make sure the object scale transforms are applied

lost flicker
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ahhhh

glad perch
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Good advice when exporting meshes of any kind

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Have you got baked lightmapping working without issue on other meshes?

lost flicker
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I mean I have other simulated cloth that I have unity generate

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this is my first time doing it by hand but i feel the need tod o it by hand cuz im getting other issues

glad perch
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Baked lightmapping is a complex process with many possible pitfalls, and each different kind of mesh tends to present different sorts of challenges

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Rounded or other such shapes that can't be represented easily by rectangles are always tricky, ones that intertwine more so

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In your position I'd try to rule out texel invalidity and UV overlap whilst using unity's lightmap UV generation
If it seems there's still problems, specifically from questionable choices by the automatic generation which can't be addressed by tweaking its settings, then I'd try to make lightmaps manually which are as simple and rectangular as possible with minimal seams

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The thing that'll help you the most to solve this and future problems is to practice baking in various situations and see what makes it work, and to read about common baking issues and how to troubleshoot them

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Especially Bakery related resources

lost flicker
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Alright

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I'll try my best

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thank you

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I let it auto generate and got closer

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still a struggle guess i should just try to clean my geometry

glad perch
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That can help
You can also do cloth simulations in blender which probably are more accurate than Unity's

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I would do the UV unwrap first, then do the simulation, then smooth and tweak to prevent clipping and sharp creasing, all in Blender

lost flicker
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i did all that actually

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i just didnt dont know how to prevent clipping and creasing i guess

glad perch
lost flicker
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i manuallt did it