#Thread
1 messages · Page 1 of 1 (latest)
Okay, Overlap looks okay for your Wall pieces. But you can see, that you have no Lightmap UVs there
(no checkerboard)
How does the "Baked Lightmap" view looks in the Debug View? ^^
So if it is checker, that means that is ok and what i want?
yeh. although i have been really trying over the last few weeks. i been struggling. this debug view is good advice! to help see where i am going wrong
Only the ground is fine, yeah.. and your bar on some parts is fine too ^^
so that is why i do not have the lighting effect i want. unity is basically not creating a map for the entire scene
Now check check the Import Settings of your Wall.
Did you really Check "Generate Lightmap UVs" for this?
It does. but it uses only few Lightmap pixels for your entire wall ^^
Just to clarify. does import settings, mean inspector settings
click on the Model of your wall, then you see the import settings
Okay. Give me a minute to think whats happening there ^^
The lighting has been driving me crazy. At first i had all lighting set to real time. but its very hard to see the lighting as it switches on and off all the time. Then when set as baked does not give what i want, and too bright too.
Welcome 😄
I just joined your discord
What happens to your checkerboards if you untick the generate lightmap uv and apply?
Better, but still not good.
Now tick it again and apply?
And use this settings:
I get the error above. might be a clue
with my settings?
yes
well, something is fked up with your scene or the model ^^
By the way. I do have a VRChat SDK installed on my unity. i dont know if that would interfere with things. i am making this model for that
ok will do. actually i will export the walls, floor, copper shelfs and spot lights
you can send me in privat if you prefer
also. does it matter is lights are mixed in with model objects?
it is using lights brought over from blender
i just need the fbx of your Bar there, nothing else
i know. i just meant in general, when using unity
no they dont work
thats the setup i have. i do not have lights in there own folder. its part of the model
Normally you only bring your Models and Animations from Blender, the rest should be done in Unity
maybe i am better of deleting all lights then, and creating those again. just getting fbx now
In your case, i would import just the model as fbx, place a single light and try to bake it, to figure out where the problem lies.
Im afk for about 20 min. I can have a look on the model etc. when im back
OK. i really appreciated the help. and good advice
Alright, here is my Feedback:
- You have several Ngons (Faces with > 4 vertices) you should fix this and make them to quads (4 vertices) or triangles (3 vertices)
- You will get problems with Z-Fighting. Means that you have faces on the same Position. The GPU cant decide which must be rendered on top.
- Your Scalings are not correct, fix them with Ctrl+A > Rotation&Scale
Thank you. Do you think this may sort out my light issues? or do you think i should break my entire model down into seperate models
ITs fine to have just one model.
I guess if you fix the model you can generate usefull Lightmap UVs in Unity
thanks. to fix scale, would i just need to input 1,1,1 into the scale at top right?
you fix scale in Blender
like in my screenshot
Apply Scale and Rotation with CTRL + A > Apply Rotation + Scale