Odd baked lighting and shadows.

Hi Folks,

I been working in unity now for like 2 or 3 weeks getting my feet wet. I’ve been putting together a rather simple VR prototype environment to test certain things and benchmark others etc. The problem I’v come across is that in this scene the lighting when baked is not correct and some of the shadows are pretty blown out in the scene as well. An entire face might be black.

This scene was modeled and textured in 3dsmax 2017, all items in the scene in unity are set to “static”. and all items also have “Generate Lightmap UV’s” checked as well.

The only light in the scene is one lamp with a point light and it should be casting the shadow of the lamp shade throughout the room while casting much brighter light from the top and bottom of the lamp. And it should be casting shadows accordingly as well.

I’m sure its probably something elementary but being the newbie to unity im not certain what that could be.

Thanks in advance…

If this were just in #3dsmax I’d say the GI is apparently not calculating properly, but I’m in unity as a newbie, so that pretty much means I’ve no idea how to correct for it.