Hello there my friends :), I’ve lately been having this problem with my static meshes. what happens is that the seams on the static mesh would be very visible if static lighting was to be built onto it, I’ve tried many many things but can’t get it to go away :(. Aid your brother with his en-DEV-ors and you shall be granted eternal life!.. just my gratitude for now ;), thanks in advance.
With (static built lighting)
With (movable / dynamic lighting)
Thank you for your answer Deathrey, I have done both of these things yet still nothing changes :(.
I tried building the lights at a resolution of 1024 and I still get this result. As for the UV-Mapping however, I marked a vertical seam and a horizontal one for the donut test model. The visible seams that appear in the image above are exactly where I divided the mesh UVs. can I show you the UV layout for the model?
Generally for something organically shaped like this you would want the UV to be a single continuous UV where possible and a single edge split.
Something similar to this:
The edges like in your image will not likely blend well since each vertice is not connected for these UVs. The edge on one side will not match exactly to the edge on the other side. This is especially true in indirectly lit areas to which you can use the World Settings > Lightmass > Indirect Lighting Quality (higher value) and indirect Lighting Smoothness (Slightly Lower value) to help smooth issues like this.
Before adjusting this, I would start with a good UV layout, which should help reduce your need for such a large lightmap resolution, especially if it’s not a large object in your game world. I would only use lightmap resolution to increase shadow quality and not specifically to reduce edge seams that are produced by a UV layout.
If you need further suggestions or tips you should post a screen shot of your lightmap layout as that would be most helpful.
Thank you for your assistance :), It greatly narrows it down!.
Here’s a screenshot of my UV-Map, I’m working on Blender, but still don’t know how to do a continuous UV-map like yours :(.
I was able to make a seamless UV-map like the one you created but this is the result of the light build
Here’s the UV layout
Again, your help is much appreciated both of you