So I’ve come across an interesting problem, I’ve been creating these modular wall panels with little bevels and lines going through the geometry/static meshes, Now because the Tri count is low and to save time I thought there is no need to bake normal maps
But I’m getting these weird Shadows and Highlights on my Meshes after baking lights. Here is an example:
As you can see when the lights hits the panels well it works as intended but when it’s dark the panels start to mess up, it happens with my other panels too. I’ve tried various settings and tweaks.
It seems like Lightmass has trouble calculating baked lights based on the geometry.
Some points:
• Baking Normals to a simplified mesh fixes the issue completely (but what if I don’t want to use normals, they are not necessarily needed here and geometry vs normal map is a better trade-off here).
• Work’s perfectly with Dynamic lights, I love dynamic lights… no BS what you see is what you get. However I need Static lights for now.
• Lightmaps play no role here, Changed lightmaps UVs many times, set up correct index, uping the resolution, makes no difference in fixing the problem above. Turning Full Precision UVs makes no difference either.
• Some Panels literally fix themselves if I rotate them 180 degrees round (not the one in the screenshot) and use the other side which is exactly the same, Looking at the geometry in 3ds max everything is fine, both sides UV’s are unwrapped separately for lightmaps, No errors on fbx export or import, I really don’t get it.
• Light baked at “Production” Quality.
Any Ideas or thoughts, I’m obviously doing something wrong.