Coming back to this with a very late reply, thank you for the suggestions.
I’ve been trying to hand author the UVs in Blender, but the problem is that the model is not a single mesh, but rather a humongous collection of unconnected objects containing a single mesh each. That’s probably why it looks flat shaded no matter what.
I can spend forever creating a seam to unwrap along, but it just gets ignored as if it isn’t even there. I can’t manage to turn all the separate meshes into a single mesh either, even when joining all the separate objects together and merging vertices by distance or using BoolTool, the end result is still unusable.
In my desperation I’ve gone as far as re-modelling the entire thing by hand without using boolean operations in TrenchBroom, since that’s the only thing resembling modelling software I can actually use. That helped a bit with the fragmentation around the inner arches, but overall the result is still unusably bad due to the unavoidable bleeding along some of the edges.
I’ve also spent way, way too long screwing around with every single lightmapping related setting in Unity, all to no avail. All I’ve managed to figure out is that it’s not related to UV overlap, but the affected areas always show up in the culling view. Changing lightmap size, resolution, padding, sample sizes, filtering, compression, angle / area error and backface tolerance only varies the problem slightly, nothing puts a stop to it. I wish there was an option to just render all the lightmap segments slightly larger than their corresponding face margin, that would immediately solve this.
I’m out of time and things left to try at this point, but if anyone with better 3D skills than me wants to give cleaning up the the .obj into a single mesh with proper lightmap UVs und normals a shot (primary UVs need to stay intact), I can offer 50$ over paypal as an incentive if it’s done by sunday evening.
The .obj is attached right here, the .txt extension had to be added to upload it.
6751903–778795–Hall.obj.txt (149 KB)