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Question by bruno martelli_legacy · Feb 06, 2012 at 02:53 PM · meshfbx3dsmaxverts

sparklies on mesh

hi i have a mesh made in sketchup - I bring it into unity as a .fbx and unity seems to create a bunch of sparklies over the mesh when i generate a lightmap. I have tried imnporting the mesh to 3dsMax and welding the verts (that has no visible effect apart from increasing the number of verts!!!) I have tried splitting the mesh up differently too in 3dsmax, I have also tried getting rid of mip maps from the textures.

Any ideas???

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Answer by tingham · Feb 06, 2012 at 04:32 PM

It seems likely that your secondary UV map is Barycentric instead of being an atlas. This will cause overlap in the baked texture and make things sparkle. As a test you could create a simple cube using your workflow and test that in your scene.

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