#I don't have any faces inside, it's the
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Can you show the Lightmap UV of the stairs inside unity?
Your geo looks fine, i cant see anything there.
This should be it, when I clicked stairs this one glowed up.
I already tried increasing padding in baking settings from 2 to 3 and that didn't help, and I assume going much higher would result in worse quality.
And on top of that, it would probably take me 1-2h just to test that change.
Whatt i mean is the debug viewer in the scene view, there you can switch to backed lightmap view π
My bad.
First image is the weird looking one and second is the fine looking one.
I do find it quite odd that there is no noticeable brightness diff here tho :/
Directionality is a bit odd, although I don't know what to look for with that, and the other side looks about the same, so I am guessing that's fine?
UV overlap shows 3 faces overlapping, but that doesn't explain the rest of them looking odd, no?
Lightmap Overlap doesn't display anything from what I can tell, so I am guessing that's just fine?
There you see, that your lightmap are divided there. Which causes the seams
I see.
How come it doesn't happen on all the other sides tho?
Maybe they are to big and donβt fit onto one lightmap.
But normally lightmaps should not get split there
Where do you create the light so UVs
I just let unity generate them, that's what I was previously told to do.
Using the ones I use for the model itself probably isn't a good idea as I overlap all 4 stairs to increase the texture density(they are just instances from an array mod in blender).
okay, normally that works very good!
I saw that you used a lightmap resolution of 64 here
thats ok, because you have 40 there
Is your stairs also >1 scale?
I applied the scale before exporting from blender and reset transform in unity if that's what you are asking.
Here are also the rest of my import settings in case something's not right there.
this scale
For explanation. You will get UV overlaps, if your bake resolution or you scale differs from your "generate lightmap" settings there.
You set it to 40 and you have 64, which is fine!
yup, set to 1 on both the parent and the mesh itself
im not sure why he devides your stairs into different UV shells there, this seems weird
but its your problem that they are devided
if you dont get unity to make them correct, you could do your own lightmap UV and save it in UV Channel 01
Is it possible that the mesh is too big for the lightmap res to fit?
This is a fairly big mesh and I can't use 4k for the lightmap because I run out of memory when baking :/
Yep, will definitely look into that next.
Yes it is.
Your lightmap resolution is also to big.
I think if you bake, there are console warnings if shells are to big to fit.
try resolution of 40
(normally 20 should be enough too π )
I honestly have no clue what I'm doing when it comes to these settings tbh :/
I just know I was trying to fix some light leaks, as well as 2h bake times for this simple scene and these just worked.
Feel free to let me know if some of my other settings are also bad.
π okay, let me have dinner and then im back π
I really appreciate all the help and time so far, I'll get back to you as soon as I get bake results.
Not sure if I'll get to do it today because a friend is coming over soon.
Have a nice meal!
(you can bake it with a resolution of 5 or so for test reasons)!
pls try this
yours is WAY to high
Testing those now.
Just a few questions.
I am making this game for mid-high pcs, might optimize for low end later, is lightmap size of 1024 really enough?
And I noticed you set your compression to normal quality.
Iirc, I heard that's a bad practice as it can introduce artifacts etc., am I mistaken?
Best practice is:
Start in a medium quality setting, and if you like it, start to lower it AS LOW as you dont see bad results.
Lightmaps can become huge, and you dont want a game that has 10gb of lightmaps
This is our game. It has a Lightmap of 1024x1024 here, which i compressed even more to 1,3 MB
you can adjust the resolution for every model seperately
thats why the forest ground is quite low res
well this lightmap here is a bad example π wait a sec
Yeah, that looks insanely good and also fairly big, didn't know you could get so much out of such a low res lightmap.
Still looks p good.
here is a better example. The game board is way higher resolution as the wall or the ground, becasue the players dont look at the wall/ground, and it has a texture on it, where you dont see lightmap artifacts.
Its far away from a perfect bake, but you dont see that its not perfect, becasue its texture blends well.
Also, baking just finished and now it's visible on all sides :/
This one looks pretty good too.
I was thinking of also using the priority number, whatever it's called, the one that determines how dense the lightmap will be for that obj, issue is, the player can fly through pretty much the entire environment and it's all visible at once.