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Someting wrong with custom asset

Discussion in 'Global Illumination' started by AndersMalmgren, Apr 22, 2017.

  1. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    Hey guys. I have payed a artist to make a asset for us. I specifly asked him for custom UVs becasue I know unity generated UVs can cause problems. But I get really strange results.

    This is default unity 5.5.3 light baking settings

    upload_2017-4-22_23-35-45.png

    I need to go up to about 400 in res to get ok result. That wont work in a real scene

    upload_2017-4-22_23-36-25.png

    So whats wrong with the model? What can the artist correct to get it good at normal lightmap resultions?
     
  2. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    Uping the lightmap scale 10 times for the object produces same result, but it seems something is wrong in the model?
     
  3. PeteUnity3D

    PeteUnity3D

    Unity Technologies

    Joined:
    Jan 4, 2016
    Posts:
    68
    Have you set the Lightmap UV's to be generated on import within the FBX file? You can find this in the properties of the object, within the project window.
     
  4. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    I specifically payed for custom UV2s so I rather use these. But I also tried to let Unity generate the UVs and it actually look better, but still not good.

    This is Unity generated UVs

    upload_2017-4-25_19-37-51.png

    upload_2017-4-25_19-38-8.png

    upload_2017-4-25_19-38-32.png
     
  5. PeteUnity3D

    PeteUnity3D

    Unity Technologies

    Joined:
    Jan 4, 2016
    Posts:
    68
    The normals or tangents look a bit off (especially on the middle part). In terms of the lightmapping, you might need to increase the padding size on the generated lightmap UVs and also decrease the Hard angle which the UVs are merged. As this full of 90 degree edges, make sure they split is idea important, otherwise, you'll get bleed occurring between the faces of the model.
     
  6. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    Cool, i will point that out to the artist that he should take a look at those, in the meantime I can try your pointers with generated UVs.