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Question by moditha · Aug 16, 2020 at 08:43 AM · lightinguv mappingbaked

No UV Overlaps but still Black spots after baking!!

I am using Unity 2019.2.9f1 with LWRP. Since I had issues with these black spots after bakes, I thought to try it with a quite basic model. So I used blender and made a wall (part of the actual model I am going to use. See below). alt text Model has 3 parts named window, short wall & wide wall. also has 3 basic color material applied to each part. I exported it as FBX.

Once imported to Unity, I add 4 of these to make a room. Add roof & floor etc.. and customize the materials with some details (normal maps, occlusion etc...). Then I made everything static. After baking black spots appear and as others have experienced, console says UV overlaps but re-importing with "Generate UV" doesn't make any difference. In one of the articles it was suggested to change "scale in lightmap" to avoid UV overlap. So as in below picture I changed "scale in lightmap" parameter to different values until the UV overlap messages go away (I know this is not the correct way but I just wanted to first get this to work somehow). alt text

So, after changing these values I don't see UV Overlaps. I verified by opening the light map and checking UV overlap option. So, I thought all is good.

Then I started to bake and it took quite a long time (because of changing "scale in lightmap") but it still ended with black spots (see: https://ibb.co/p2sFtG5 ). This is only for walls.

My lightmap related settings are : https://ibb.co/CPjhb1x

This says I have 10 non-directional lightmaps. What does that mean and can this be a cause for? While someone is going to shed some light on this issue, I am going to create this wall inside unity and see whether it's going to work.

lightmap-scale.jpg (28.2 kB)
mesh-uv.jpg (28.1 kB)
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