Broken lightmap

While you’re lightmap UVs may need a little padding between the UV islands there is nothing wrong with this mesh.

The wavy low quality shadow you see on the ground is the result of a low Lightmap Resolution for the ground plane. Not the box.

The lightmap does not handle how shadows are cast and baked onto other meshes, but how it bakes a texture for itself.

You should take a look at our Wiki Lighting Troubleshooting and Tips guide for some simple demonstrations to help explain things such as this. :slight_smile:

You can find the link in my signature below.