My static light is perfect, however as soon as I place a dynamic light (movable) into the scene it creates weird shadows or refuses to light certain objects.
In this case it is a section of the wall, and floor.
I have made sure the smoothing groups are correct, the lightmap resolution is 128 (more than high enough for a wall, do dynamic lights even use the lightmaps?)
There are also no overlapping UV’s…
If you’re using normal maps then make sure that they are set to use normal map compression, you can have it automatically do that by adding _normal to the file name
So I jumped to conclusions with the UV thing, as the walls / floor were the only things that had tiling UV’s and the only ones with dynamic light issues… so frustrating when I realised it never fixed it. I’ll edit my last post so people don’t read the wrong ‘solution’.
Darthviper, all I have to say is… thank you! I would never have figured out that I needed to compress my normal maps to fix the lighting.
Saved me a big headache! Is there any info around, or if you’re willing to give a quick explanation as to how compression settings change the way lighting behaves? Does the same apply for roughness, metal maps and so on, as in specific compression for correct / best results?