Baked light bleeding through model

Hi!

I might be in the wrong place asking for help, so I apologize in advance. I have this basic 3D scene set up where I have both tried to have my walls as planes as well as 3D walls exported from Blender. Then I have selected all of my walls in the scene and set them as static, and then I have a pink point light set to baked lighting. After I bake my lightmap there are these bleed through pink lines appearing at the seems of connected gameobjects. Why is this and how can I go about fixing it?

Thanks!

Try increasing the margin between UV islands, either in Blender or in Unity, if you generate UV maps there.

@PhiMue
Will try that out, but for a plane, would that make any sense? My plane being UV unwrapped even if it has loop cuts going through it horizontally would just be a flat 2D projection. Then there arent any UV islands to set margins between? Or am i thinking about it incorrectly?

Thanks!

Are there overlapping UVs? Or maybe you need to increase the margin to the edges, if you only have one, continuous uv island.

1 Like

@PhiMue
Yes! Giving more margin from the corners to the UV seems to have done the trick! Thanks a lot!