So I tried building with the updated lightmass settings as follow:
static lighting level = 0.6
indirect bounces = 8
skylight bounces = 8
Indirect lighting quality = 6
the bake looks much cleaner from before but still it has those bright white corners which it shoudnt have.
Could it be the geometry issue? I tried subdividing the mesh in maya so that the normals get updated and then again tried to unlock normals in maya and then did the fbx export from it following the fbx guide in the unreal docs. I still get the errors while importing like degenerate tangent bases and having zero binormals but I always had those errors in almost all the projects but they worked out to be fine.
This is the only project where I cannot pin point the problem.
I am attaching the screenshots of the new bake. Thanks in advance!
