I’m looking for ideas how to reduce artifacts of static lighting in the attached image. There are three main types of artifacts:
- Bleed (red arrow): That seems to be caused by the very narrow edges of the panels which are often significantly darker than surrounding flat parts. The edges are already unwrapped with a lot of strech to reduce this artifacts.
- Aliasing (green arrow): In some sense a special case of the first. It can be eliminated by aligning all edges with the u or v-axis. However this sounds not like the best of all ideas as it introduces significant stretch.
- Inconsistent Lighting (blue arrows): The geometry is identical on the left and right part but the two islands receive very different lighting. This seems to be caused by too imprecise sampling in combination with bleed. (the edge between the two blue arrows is not the problem, this can be fixed easily. The problem is that the the same geomerty sometimes becomes very bright and sometimes extremely dark with almost identical lighting conditions)
The simplest and obvious solution is to increase the lightmap resolution, which however sounds not like the best idea as this application is targeting mobile devices.
I’m looking for more elaborate ideas how to optimize the geometry and/or uv layout to get better static lighting.
(Please don’t suggest using material techniques like normal mapping instead of geometry here, that doesn’t look as good as real geometry on mobile in this case.)