#I let unity create the lightmaps and it
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Comparably much better
Also check debug views for UV overlap and texel invalidity
So you'll know if they're separate problems
*checking
I'm not familiar with UE4 lightmaps, but whichever way you unwrap you'll want to minimize the pixels wasted on seams
Especally on faces that are connected anyway
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
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
Im using bakery not the built in lightmapper btw
Im forced to used unity 2018 for what Im working with
and 2018 light mappin isnt too great
I have never used Bakery nor have I seen that specific sort of baking artefacts so I guess that's why
I tried using unity and it didnt work much better it seemed
If each blanket is a deformed plane, you could unwrap their UVs as planes/squares if you want to do it manually
Automatic generation works by angle sharpness so fabric wrinkles may throw it off
though that might not be the cause of issues here
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
That might be the cause of the black stripes, as the blankets are clipping quite a bit
Seams for every face is bad
Meshes clipping into each other is bad
As far as light baking is concerned anyhow
oh
i thought I should seam for every face unless the planes are the same
The proper way to do "Manual" lightmapping in blender if you cannot do automatic lightmaps for your specific model.
If you are here because you are having bleeding / fuzzy shadow issues with modular game assets and need to make manual lightmaps to fix this, make sure to turn on "Snap to pixel" ( sorry I forgot to mention this in the video). The...
Looks like a lot of wasted polygons in the blanket edges too, though that only affects bake performance
That tutorial is for UE isn't it
Also remember to make sure the object scale transforms are applied
ahhhh
Good advice when exporting meshes of any kind
Have you got baked lightmapping working without issue on other meshes?
I mean I have other simulated cloth that I have unity generate
this is my first time doing it by hand but i feel the need tod o it by hand cuz im getting other issues
Baked lightmapping is a complex process with many possible pitfalls, and each different kind of mesh tends to present different sorts of challenges
Rounded or other such shapes that can't be represented easily by rectangles are always tricky, ones that intertwine more so
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
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
Especially Bakery related resources
Alright
I'll try my best
thank you
I let it auto generate and got closer
still a struggle guess i should just try to clean my geometry
That can help
You can also do cloth simulations in blender which probably are more accurate than Unity's
I would do the UV unwrap first, then do the simulation, then smooth and tweak to prevent clipping and sharp creasing, all in Blender
i did all that actually
i just didnt dont know how to prevent clipping and creasing i guess
Smoothing operations usually reduce it, and you can fix it manually with sculpting tools fairly conveniently
i manuallt did it