For the scene I'm working on, it's going to require some very clean lighting, I brought in my low poly modular mesh as soon as it was unwrapped to make sure I could get the lighting right.
The hexagon on the left is 4x bigger than the one on the right, as you can see this effects the artifacts I am getting, I've tried disabling compression, increasing the number of light map bounces, and increasing the light map resolution, but none of those have worked. Does any else have anymore ideas? It almost looks like it needs more sampling in shadowed areas. The shadow lines are clean and sharp, and color is being properly reflected and bounced, so it doesn't seem to be an issue with the UVs for the light map.
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You might also get some unwanted shadowing due to lightmass ambient occlusion.