I’m currently trying to learn the basic concept of light in unreal. To do this, I made a little example with spartial rounded boxes (modeled with blender) but when I build light, the result have some ugly shadows.
(Remark: For this one I didn’t use the Smart UV Project of blender to generate the UV because of the bad UV result it gave me)
The result is better but the shadows are still here
Do you have any idea to remove these shadows ? Are multiple island in UV really the best choice or is it one island and changing light settings ?
To me, what I see is likely due to bad, or default normals, or tangets. So, first make sure you have good normals in Blender, and then make sure you export those normals/smoothing in the fbx. I usually use the edge option.
Wherever there is a cut on your lightmap, there is a chance to get an error in lighting! So try to keep as many faces together as possible!!
Also angular islands won’t be calculated in high accuracy unless you pixel/grid snap every outter vertex on the lightmap uv!
My approach would be to leave the separations where they will be less visible… if these cube-y thingies will sit on the floor: cut the bottom rectangle as a separate island, leave the rest together and pull the rest of the 5 sidedes flat! /I don’t know what the skinning option in your 3d app/ …also pixel/grid snapping would help!