Hi, So after going through so many blogs and forums related to Unity lighting artifacts (specular wobbly, dark spots, seams, shadow acne etc) I have finally managed to get some acceptable result.
Will be posting the full workflow guide. Used Directional Specular mode with real time resolution of 1 and baked resolution of 30. Had to do some custom lightmap parameters to get these results.
Its done on laptop so on PC quality can be increased a lot though my intention was to keep real time resolution to minimum while getting cool results.
Total 12 assets with 3 uv unwraps each (uv 0 albedo, uv1 lightmap and uv2 realtime lightmap), for PBR materials I used textures from Camoflaj, Viking Village demo and Shader callibration scene.
Unity forums link
http://forum.unity3d.com/threads/arch-viz-guide.380384/#post-2469422 ![Image: https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xpt1/v/t1.0-9/12565468_795506670572139_7104665540550099638_n.jpg?oh=529b89a264ca84153b800b753689d1d1&oe=56FE9C66&__gda__=1463907170_82dfa6e54109f2219e3cd155323b42d2](https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xpt1/v/t1.0-9/12565468_795506670572139_7104665540550099638_n.jpg?oh=529b89a264ca84153b800b753689d1d1&oe=56FE9C66&__gda__=1463907170_82dfa6e54109f2219e3cd155323b42d2)
![Image: https://scontent-fra3-1.xx.fbcdn.net/hphotos-xpl1/v/t1.0-9/12472379_795506633905476_780988864250299816_n.jpg?oh=61c956f7af4010873c8787dc0f4a8e49&oe=57346108](https://scontent-fra3-1.xx.fbcdn.net/hphotos-xpl1/v/t1.0-9/12472379_795506633905476_780988864250299816_n.jpg?oh=61c956f7af4010873c8787dc0f4a8e49&oe=57346108)
![Image: https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpt1/v/t1.0-9/12552922_795729547216518_2287993585753570202_n.jpg?oh=e923bc69c75cb848cdfa7b5207d67c1a&oe=573D5710&__gda__=1463153940_e124db14dedfe281b84bbdd83857c488](https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpt1/v/t1.0-9/12552922_795729547216518_2287993585753570202_n.jpg?oh=e923bc69c75cb848cdfa7b5207d67c1a&oe=573D5710&__gda__=1463153940_e124db14dedfe281b84bbdd83857c488)
(This is done purely to get a better results in lighting, specular highlights and shadows)