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Question by mike29willems · Jul 23, 2019 at 05:08 PM · lightmapbakebakedlightingbaked

Baking results are looking very poor after using different settings

After importing some assets from blender unity store that changed my API I noticed that my baking is going really poorly. After changing these setting it didn't went away. The only thing I did with this mesh in blender was duplicating its faces en flipping the normal, after that I exported it to Unity. As u can see it is showing dark areas on top while having two baked directional lights shining from above as well ass the mesh being static. I have also reset the player render setting, so I'am using sRGB, gamma. Thanks in advance. alt text

schermafbeelding-2019-07-23-om-185154kopie.jpg (498.5 kB)
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Answer by ryanmillerca · Jul 23, 2019 at 05:32 PM

Select the mesh model inside your Project folder and make sure Generate Lightmap UVs is on https://docs.unity3d.com/Manual/LightingGiUvs-GeneratingLightmappingUVs.html

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avatar image mike29willems · Jul 23, 2019 at 08:36 PM 0
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Thank you for ur reply! It did get rid of those shadows above but It is still looking poorly (see image) with the default settings. Only when I switch one directional light to mixed and really increase Lightmap Settings I can get rid of those dark areas. But since those dark areas are exposed directly to the light I don't understand why they are still dark with these setting.@ryanreptoid alt text

schermafbeelding-2019-07-23-om-223225kopie.jpg (509.1 kB)
avatar image ryanmillerca mike29willems · Jul 24, 2019 at 03:45 PM 1
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Looks like UV problems on your material as well; is this UV unwrapped properly? The materials should not be aligning to surfaces all stretched like that. I think this needs to be resolved in your 3d modelling package.

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