#Baked lighting looks wrong
1 messages · Page 1 of 1 (latest)
this is how it looks after changing the lightmap size to 4096 (the original picture has a lightmap size of 1024).
it helps a bit but there's still a distinct line between the faces
Check for lightmap UV overlaps first
And that your meshes have them to begin with
I'm going to try fixing the UVs and reimporting the model, thanks
strangely, it still looks exactly the same
this is the uv layout of the mesh
zoomed in picture of the baked lightmap. im not an expert but it doesnt look right
Enable lightmap UV generation in the mesh import settings, rather
I did
it looks better with lightmap uv generation unchecked
So this is with lightmap UV generation enabled on all the meshes?
Doesn't make sense to me, this is the result you typically get if you have custom lightmap UVs which map multiple separate meshes into the same UV space
yes, that is with lightmap UV generation enabled
so i managed to achieve better results by setting the margin method to manual and decreasing pack margin to 1
Huh, not a problem I've seen before
How does the lightmap atlas with UVs itself look with these settings?
this?
Yes
Well, this looks fine
Islands are no longer a kilometer apart
Padding is nearly nonexistent though, which could help explain the bleeding issues