I have found that creating lightmaps using very high-res geometry creates a much better result for my game then lightmapping on low-res geometry. I would like to take advantage of Directional Lightmaps, and therefore need to use Beast.
However, Unity’s 65535 per-mesh vertex limits are making it difficult to get results because there are artifacts resulting from how Unity splits up the mesh. I presume this is because of lack of continuity in vertex tangents.
Is there a way to get a high-res model through to Beast or a way to fix these artifacts?