Hi-Res and Beast

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?

1 Answer

1

I fixed this by locking the atlas for this object so that all parts of the mesh share a single texture in the same space. The problem ended up being different resolutions and pixel offsets for the different sections.

Isn’t it funny how you can play with something for hours or days and figure it out right after posting a question?