So, yesterday, after battling with UV overlaps, I learned about making custom lightmap UVs for my meshes rather than relying on Unity’s imperfect lightmap UV generating feature and playing with sliders for padding, etc. I’ve made my first one for this computer mesh. There don’t appear to be any overlaps in the map, but when I bake, I’m getting this weird effect on the mesh which appears to be caused by “Light Overlap.” Can anyone tell me what it is and suggest what might fix it? Thanks!
So, in case anyone else experiences this issue, it was resolved by unchecking “Stitch Seams” in the Mesh Renderer component. I’m going to try using the “Smoothing Angle” parameter in the import settings to smooth the edges between faces instead.