So I have been spending my time trying to learn unity and I am just frustrated with the lighting, in particular the GI. I have followed many tutorials but i just cannot seem to make it look correct. I follow tutorials of people and my scenes end up having seams on the primitives and sometimes visible seams between the modular meshes. It just doesnt look correct on my end. I am running unity on a laptop atm, a GTX 675mx with 4 gigs of vram and a ok-ish cpu
However, like I said the light bakes never look good on my end and I am frustrated as hell
as you can see it just looks weird and low res or something.
Replies
Yes there are unwelded seams because those are modular pieces. I assembled the scene in 3ds max as a modular environment as alot of studios do modularity and it has obvious benefits.
in this example I had made sure to have a more reasonable scale. It was definitely well sized and good relative to the camera. If unity cant handle modular pieces (which it should since I have seen people use it with no problems) then idk
https://www.artstation.com/artwork/N5qKwb
Are you having troubles with Unity GI bakes..well have no fear HAWK is here XD
Alright Unity GI is like a cat you have to deal with it patiently.
First off make sure your project is on correct console as in PC or mobile device. Clear GI cache
Turn off everything in Lightmapper enviro settings, 0 skybox bounce, ambient color to black, turn off compress lightmaps.
Make sure you have nice 2nd UV for lightmap and its UV seams matches your smoothing group on model (VERY IMPORTANT) and also very confusing even for me at times cause less lightmap UV chunks = faster bake times during Unity light charting process (both for baked and realtime lighting)
Have some 50% grey texture on your assets, I have notice at times a simple default white material mess up lighting. Plus at the end of the day your lighting will be bounced around with albedo and will affect the final look so having a grey texture helps visually identify direct / indirect light bounces.
Set your res to 1 and lightmap res to also 1 and show us how your UV charts look in Unity. (note this is Unity Light Charts not lightmap uvs)
I prefer manual control on my uvs so I also copy paste UV2 (lightmaps) to UV3 (Realtime lightmaps) for Unity. There is a bug I am encountering where Unity ignores UV2 and takes UV3 for light bake even though my scene has nothing Realtime, reported this to Unity so many times already.