I have attached a screen shot of a scene I have run light mapping on. On the slides I have sections that are completely dark. The settings for light mapping and the directional light are to the left. I am guessing there is a problem with the model or the way it was imported. It is an FBX file that was created by one of our modeler’s in maya but has been edited by me in Cheetah3D to separated out various objects for occlusion culling.
Any insight into what might be causing it would be greatly appreciate.
Just tick the function to generate lightmapping UVs in the meshes where you have weird lighting
So Beast will generate good UVs (not always but most of the times) and you’ll be fine.
I was already using that feature to generate the Lightmaps UV. I don’t even know how to do it from inside of Cheetah. This model was lighted mapped previously by our 3D modeler but it didn’t look that great so I wasn’t to use Beast instead. Sorry for my lack of knowledge but could the fact it was previously lightmapped by the 3D designer be causing the issue? I am a developer so I know enough about 3D models to be dangers.
You must recalculate the lightmap of course.
Otherwise, if you don’t want the object to be lightmapped anymore (but it will look weird, if the rest of the scene is lightmapped) then you have to open the lightmapping panel, go to the OBJECT tab and untick the STATIC check.
This way you’ll remove the object from the lightmapped static objects queue
K. I regenerate them. Still had the issue. I deleted the model and reimported it. Still had the problem
I went in and made in non-static but like you said the slides now stand out like a sore thumb in the scene but it looks better than it did. Hopefully I can figure this out so I don’t have to go with that as a plan B.
Thanks for all your suggestions on this. I really appreciate it.
Just judging by the initial screenshot this looks like an issue with overlapping UVs in your source model. If that’s the case, marking Generate Lightmap UVs in the mesh importer and rebaking the scene should solve the issue. From what you’re saying it looks like you already did that, but maybe you checked the option for a different mesh by accident or something like that - it would be worth re-checking.
While you’re in the mesh import settings it might also be worth setting normals to generate instead of import. Bad lighting can also be caused by weird normals in the source mesh and unity should generate them properly if you tell it to do so. Remember to apply those changes and re-bake and let’s see where that leads you
Tried all the above and it didn’t fix it. I went into Cheetah3D and exported the file as a JAS file instead of an FBX and presto it worked. So the problem was with the model although because of my last of modeling knowledge I have no clue why saving it in a different format fixed the issue.
Thanks to robert and godlike for helping me track down the issue.
I’m glad you’ve found a workaround, but this still worries me and I’d like to get it fixed. Could you maybe submit a bug report (from Unity: Help->Report a problem), attach just the model (the entire project is not needed) and give a link to this thread? Thanks
I attached the model that was giving me the weird shadows. Hopefully you can figure out what was wrong with the model so I can have our 3D designer watch out for that in future models or you can help me know which settings I need to set on the import.