When baking lights in any scene that I have objects’ edges on top of one another to create a seamless connection ( snapped together ), an ugly seam is created there and only gets worse as the light-map resolution decreases or more lights are introduced to the scene.
This is a test scene I made. The wall you see is made up of four objects with plane meshes. The meshes are UV unwrapped ( and also auto-generated light-map UVs in Unity was check-marked ). All three of the seams are noticeable, even with only one point light. All the objects are set to static except for the point light, and the point light’s Light component is set to Bake. The seams persist to some degree no matter where the light is placed or how high I make the light-map resolution.
Not really. I found that the lines/dots between vertex snapped objects can be caused by the near clipping plane of your camera, as well as simply not having them snapped properly. However by far the easiest solution ( where appropriate ) was to just have one of the objects overlap into the other object a tiny bit, eliminating any chance of a seam where they would have met otherwise.
For your problem Ahmad, have you tried Making the vertices of the neck ( or whatever point of the head connects to the body ) slightly longer and to into the body? Not sure if that’d cause problems, but without pictures of the problem you’re facing I can’t tell what might be a good solution.
My problem specifically was when baking lights I got those seams, regardless of the settings or anything I tried. However I just came back after two weeks away from it and now baking the lighting in my test scene caused no seams. Funny how that works out.