You need a unique uv unwrap in one of the other uv sets which will be used to generate lightmaps. Now apparently some uv shells are overlapping and that's what it's telling you. This could either mean you don't have a unique unwrap yet or that some shells are still overlapping. Not being able to see defined shadows might…
More work on decorations/details for the buildings. Made some hanging variants of the shop signs, a window planter with a few variants, and a modular set for rain gutter piping. Done! And I also added a proper metallic map to those letters to give them a nice gold shine. I was worried about lightmapping on the letters…
10 and 1 probably looks the best to me. The trouble with baking AO in Unity though is you need a decent lightmap resolution to make it work, and as the scene increases in size a larger lightmap starts to become a real memory hog. Have you looked into SSAO? There's a decent component in the free image effects package…
Notice that the shadows look fine on flat ground, but they get ugly on the steeper slopes. This is because the lightmap (it's not an actual lightmap, but imagine it is for a second) is projected straight from the top down. Obviously, you'll have issues on the steeper areas. There's not really a good solution to this…
Hehe, nope it's not. But I fmainly fixed the poblem- was caused be a lightmap and normalmap error. Green channel is fine. Anyway I'm still trying to fix some errors and uploaded a new version with less visible errors (many were caused by the lightmap). You can check the new version right here. Still fixing last errors.…
Sure ! To make it more obvious I removed the normal, the diffuse, and the specular texture on my material adn replaced them with int. And here is what it looks like: They are all planes, they should not have different normal directions. Yet, it looks completely wrong. When I move the prefab so it removes the baked…
if you plan to use static lighting you'd also need to turn up lightmaps drastically high for the objects the sunlight will hit to get sharp lighting as in your reference. If you plan ahead and unwrap the lightmap UV according which faces will the sharp light hit. you can save yourself tons of space by upsizing those faces…
Are you sure your Uvs are weld ? Sometimes Bake can do those artefacts when Uvs on a mesh are not properly sewed. Assuming you didnt made your UVset for lightmaps yourself and use the unity automatic tool : road can cast shadow on it self or it can be a lightmap leak from another uv island that bleed on that non-properly…
Hi folks somehow the lightmap building freezes at 80% when I want to build one of my Projects. The scene is jsut a basic renderingscene for some weapons. I only have one mesh, one directional light, one skylight and one spot light, one LightmassImportanceVolume and a selfmade skysphere blueprint in the scene. I have…
Believe me when I say to you I love lighting. If I could I use 50% of the time trying to improve it. But our teacher didn't let us to start lightning until 2 weeks before deadline. That, and the high time we needed to make the lightmaps, forced me to find a way to finish it on time. I'd like to make more precisions on…