Generate lightmap UVs for Sketchup generates "seams"

Hey,
so I’ve been trying to figure this out for a while without success, but… I’m a noob, please help.

Importing a Sketchup model into Unity, I select “Generate Lightmap UVs” and no matter what I set under Advanced, I can’t get Unity to generate a good lightmap (see attached image) in those detail areas.

The fact that the lightmap breaks on this planar surface causes serious lightning issues.

This seems to be mostly the Baked GI issue, when I look at Realtime UV charts, the surface is seamless, a single chunk. But I’ve had issues there as well, so it’s not just baked.

Any suggestion? Would generating the lightmap in some 3rd party tool like Blender help?

Thanks a lot!

Cheers!
From my experience in some cases you can’t rely on auto generated Lightmap UVs, it’s just personal observation, perhaps I am missing something as well.

Here is some info that could possibly help you:

  • Wrong normals could be a reason for not stitching charts together, so check normals for the vertices of the edge which doesn’t stitch.
  • If you have Texture UVs and several mesh areas do not correspond to one location at unwraping then you can use your texture UVs for Lightmap UVs. Unity automatically will use UV1 channel for Lightmap UVs if you have no UV2 channel and “Generate Lightmap UVs” is unchecked.

For simple objects generating UV via Unity is fine. But for slightly complex objects, i suggest trying these extensions: SketchUV and Wrap-r. However for really complex objects, you still might need to generate second UV channel via Blender.