Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by DoctorMoney · Jul 08, 2014 at 07:02 PM · meshlightlightmappingmeshesseam

Light lines between meshes

Title says it all really. I have a mesh that I'm making in blender using separate objects, like one is a hallway and the other is a set of stairs but they're all still in the same blender file (if that makes any sense). So when I drag it into Unity it imports fine and everything, but you can see the seams of where the two objects meet.

alt text

alt text

Now in the first picture you can see the line one the walls but when it gets to the floor, it's seamless. I don't get why this is. After I finish making the mesh I'll probably combine all the meshes into one object so hopefully there won't be a seem anymore but I'd like to not have to do that because I heard it's harder to lightmap large meshes. Any idea on how to get rid of it?

Thanks!

light lines 1.jpg (451.2 kB)
light lines 2.jpg (382.4 kB)
Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Owen-Reynolds · Jul 08, 2014 at 08:47 PM 0
Share

Are the walls properly set with flat shading? In other words, if they are very long, does the lighting "bend" slightly near the edges?

Do you have point/spot lights? Does it happen with only a directional light? I've seen something similar when a few too many large meshes and lights, where the system decided not to apply every light to every mesh.

avatar image Bunnybomb7670 · Jul 08, 2014 at 08:58 PM 0
Share

I have often noticed this issue when colors are not adjusted properly with textures or it may be due to pixel light count issues. do you have lots of lights casting upon that specific mesh? if so, it can cause lighting issues when it reaches the pixel light count.

avatar image DoctorMoney · Jul 08, 2014 at 11:48 PM 0
Share

@Owen-Reynolds the walls line up perfectly and that particular face isn't that long, there are longer faces near it and they don't have any problems but that's most likely because they're the same object while I'm trying to combine these two.

I have pointlights, no spotlights or directional light. I have about 6 point lights but at least two of those are no where close to shining on the surface. I raised my max pixel lights in the quality settings to 20. Any ideas?

@Bunnybomb7670 I have 6 pixel lights like stated above but I don't think that's the issue, I upped it because when i hit the limit some of the lights wouldn't even show up. In this, they're showing up but they're not blending correctly. What do you mean when the colors are not properly adjusted with textures?

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by slugKid68 · Jan 24, 2017 at 11:25 PM

This is a very old post, but no-one had really answered it. I figured I'd help others out.

Combining the meshes is the way to do it. This tool from the asset store is way easier to use than writing a combineMeshes script. Hope it helps:

https://www.assetstore.unity3d.com/en/#!/content/31895

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by dogtorque · Jul 08, 2014 at 09:52 PM

make those seams into 1 or smooth the line. or you can use google sketchup that is a easy 3d modeling program to use it's what I use all the time to make my 3d models.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Owen-Reynolds · Jul 08, 2014 at 10:41 PM 0
Share

Blender (which the OP is using) is a full-featured 3D modelling program, similar to $$anonymous$$ax or $$anonymous$$aya. I'm pretty sketchup is a step down.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

25 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can you fit meshes together from Blender to create terrain in Unity? 2 Answers

How To Find Meshes Without Normals for Global Illumination? 2 Answers

Blender meshes disappear from project after reopening 0 Answers

Small sized mesh from Revit. Long lightmap time with bad results 1 Answer

[Mesh] Unity 4 to Unity 5 Mesh Export 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges