Hi all, i did a scene using normal mapped objects (with bumped specular unity shaders) I calculate my normals and tangents within unity which left no seams at all on my model whatsoever in game mode. However when i bake my lightmap seams appear on the baked right after lightmapping is applied, i suspect it to be from using unity own second set automatic lightmap. How can i set my model to use my own homemade second uv set in unity ?
THX a lot
Well it doesn’t come from my second uvset, i made one and it doesn’t fix the problem…Any advice ?
Beast can be pretty tricky with seams, soft and hard edges. Beast does use the 2nd UV set so you need to make sure it is good as the automatic (the one created by Unity when your model doesn’t have a 2nd set or when you select in import options to use one created by Unity) doesn’t handle seams very well.
I am still having issues on my end with how to best setup the 2nd UV for Beast. However, here is what I have learned thus far.
- If your resolution in Beast is too low, it will accentuate seams and create issues on edges. Use Scale in Lightmap to tweak areas where you might need more resolution for the lightmap to deal with seams or some edges.
- Connected edges in your 2nd UV will be rounded / smoothed in Beast. If you need a hard edge, you need to separate those edges.
- So if you want to make those seams disappear, make sure the seams / edges line up in the UV layout. If they are separated, Beast will create a hard edge there which will make the seam visible. I have not experimented with creating a slight overlap on those UV seams but perhaps that could work.
Anway… I hope this might help. I certain wish, someone else could post and explain how to best deal with Hard edges, soft edges in Beast and explain how to get no seams between two separate objects that you are trying to get a seamless transition between using Beast. When using real-time lights, everything looks great but with Beast it is a whole new story sometimes and increasing resolution doesn’t always solve it.