Hi all,
Been encountering weird issue in Unity during light bakes as you can see from images below.
Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv.
*There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space.
*Randomly happens on surfaces with rounded edges ( low / mid poly meshes with quad chamfer type edge smoothness)
*Exporting multiple objects (components of chair in examples below) as prefeb or as individual parts have same results.
*Only solution is to remake the model again (annoying)
*In past have used mid poly workflow with smooth edges (different edge curve thickness etc) and it all worked without issues.
*Playing around with object UV Charting Control settings dont do any change to result even if it somehow show squares on UV Chart.
This issue is really annoying as your TD is perfect squares, your lightmaps is shown as (are) perfect squares yet when Unity computes UV Charts it messes up the whole thing and shows weird lightbake on affected area unless you remodel the whole thing again.
Unity version 2017.3.1f1
FBX, OBJ format both tried no change in result. (FBX 16-19 versions tried and still same outcome)
Anyone got any ideas as to what is causing this issue. Thank you
Replies
Yes this is different interior from AS. That one also had an issue with seats and remodeling them with proper UV layout resolved the issue.
Also I rechecked the updated Unity manuals and now they have this UV2 (Unity) UV3 (3ds Max) for realtime lightmaps and I did notice something strange with this. I am not using realtime lighting at all however the UV charts are different with and without this UV2, I kinda notice an improvement with Realtime UV2.
My guess is Unity 2017 /18 import issue might have been resolved in 2019 (have to check). Time to say goodbye to 3ds max 2016 perhaps and switch to Blender OR I am modelling wrong you know when you use cut tool and it dont let you cut and connect from right to left but from left to right it connects and cut lol.
I do re triangulate before export too.