As you can see, it has soft lighting except where there’s a UV seam. There’s nothing for the bilinear filtering to blend. Is this unavoidable? I really like the effect I was getting, but if doing the UVs by hand or hand painting the lightmaps to fix it is the only option, I’ll have to reconsider the direction I’m going.
I have smoothing angle set to 0 so that I get that desired hard-ish lighting in the first place – otherwise it tries to look like a sphere. In the ‘generate lightmap UV’ options I’ve tried messing with all the sliders and none of them have any real effect on the seam. I like the way the lighting is blended around the edges so decreasing hard angle misses the point because it makes everything hard. It’s not a bleed issue, so padding doesn’t work – is there a way to get Beast to pad with neighboring values (whatever is across the seam) instead of just extending that face’s values?