As seen in the screenshot below, the walls for my interior (And the floor) are covered in these stretched, weird-looking shadowy streaks (Only on some walls, not all). I thought this was to do with the lightmap error I kept getting, but the building shell wasn’t one of the objects it mentioned.
I’ve been at this for around 3 days now, and have turned up nothing and therefore have come here for some guidance. What exactly causes this, and how do I improve the lighting environment using GI and baked lightmaps? Is this a UV issue?
Here are the blotchy shadows on the floor too…
Could be lots of different things. It’s hard to tell with the gaussian filtering blurring everything out. Disable filtering, and rebake.
Also, it would help if you’d post a screenshot of your lighting settings.
I’ll disable the post-processing in a moment for you. I believe the issue with the walls streaking may be because of the UV’s after looking at them properly, however, the blotchy shadows still remain and the lighting just looks off.
Also been meaning to ask about this, but i’m assuming it’s simply bad gemoetry
Thank you so much
Hi, posting screenshots from these view modes will make it easier to tell what is going on Unity - Manual: Scene View Draw Modes for lighting
I suspect the blotchiness is from undersampling, try increasing the indirect or environment sample counts (depends on you are lighting the scene).
Does using the auto filtering mode help at all?