Put my mesh into Unity through blender (via the automatic fbx import capability of unity), and when a directional light hits the mesh, certain textures have shadows appearing in the wrong location on the texture.
Here is a link to three screenshots of what I’m dealing with:
Take note of the weird triangular shadow on the model on the front top. I’ve checked my model and nothing appears out of the ordinary. I do have around 13 materials associated with that one model, but Unity doesn’t seem to be complaining in the log about that so I didn’t think it was a problem.
I really think this might be a lightmap issue, but I wanted to get some other opinions first. Thanks everyone!!
You’re using vertex lighting, and your edges aren’t sharp everywhere they need to be. (That is, you don’t have two vertices in the same location, but with different normals, where necessary.) You’ll need to either have Unity or Blender calculate your normals better. I recommend the Edge Split modifier in Blender, which allows you more control, because you can define your own edges by marking them “sharp”, in addition to letting Blender calculate the splits based on angle.
You can also force pixel lighting, but if you’re not using a normal map, that should not be necessary. It will yield worse performance. It also wouldn’t be quite right, either, although the triangles would disappear.
Figured out that if I change the setting in the FBX Importer for Normals from Import to Calculate, it fixes the weird shadow problems on the textures. FYI for anyone trying to import a mesh from Blender to Unity.