Huge quality difference between realtime and baked.

Hi all, I would like to understand what I am doing wrong. Real time lighting:

baked lighting

Am I doing something wrong. It seems like the quality of my normal maps basically is not taken into account.

I don’t know what version of Unity you’re using, but it looks like you baked it “Non-Directional” lightmaps.
If you want the glossiness and directionality, you need to choose “Directional Specular” for the GI.

I am using 5.6.1. These are my lighting settings:

I’m not using the latest version of Unity. But isn’t there an option to choose “Directional Specular” instead of “Directional”?
Also, the resolution you’re using of 30, is less than the recommended minimum amount of 40.
You could also just increase the scale of the floor in the lightmap, so it gets more detail in the crevices.

You also might want to make sure to give the floor an AO map, so the crevice areas of the floor more occlusion.
Edit: I’m not sure if AO maps are even used if using baked GI, because the standard shader might ignore the AO map if baking the AO. (You might have to look into this).

HI TTTTTa thanks for trying to assist. I increased the size, I do see AO baking going on in the progress bar. I am using the standard shader. I tried several shaders, I do not see any difference.

Change your lighting mode to shadowmask mode.

Hi Gametyme, thx for the tip but I do not see any difference.

Did you rebake afterwards? Also, I noticed you have both realtime and mixed lighting checked. Try unchecking realtime.

Try changing your environment source from custom back to skybox. If you are baking, are the light-receiving surfaces marked as static? Is your point light marked as mixed or baked? Subtractive mode doesn’t seem to be working with mixed lighting. Try one of the other three modes.

Hi Nate, tried both baked and mixed. Quality is still poor on most lights.