I have spent days trying to make baked lights look normal. But no matter what something goes wrong, the latest is this effects where simple low poly models get there strange dark areas around edges:
It looks really bad. I have tried changing model margins, object lightmap scale, I have tried maxing out the ligmap settings going as high as 128 Resolution and over 2000 indirect samples. I feel like I’ve tried everything. What could be causing this?
Thas was an issue with low sample count. Guess there is no way around spending hours on a bake.
Try either of the following:
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Tweak filtering settings by switching to Advanced filtering. It is most likely that Gaussian filter is causing smearing between the UV shells.
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Tweak lightmap UVs in a DCC package. The issue that you are experiencing is most commonly caused by the lack of UV padding.
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Try increasing the sample counts (something that you have already discovered yourself).