So, I have some environment props all prepped for texturing and I thought I’d lay out the lightmap UVs today - I read at least ten articles on correct lightmapping techniques yesterday just because of painful past experiences. I have a building part which has extruded wall details - iteration after iteration, I decided to cheat a little and separate those extruded bits off of the mesh and give them their own lightmap space. That seemed to fix most of the bleeding, but now I have this:
As these bits are pretty simple I decided to stick to the default 32 resolution, but cranking it up didn’t give me any improvements. The second UV channel definitely has enough padding, I think I left 5-6 pixels between all shells:
Normals are pointing the correct way, soft/hard edges seem to be correct as well (although I did try hardening the soft edges and vice versa, no change though). I snapped all edges to the grid divisions, and the grid’s set to 0.03125 (=1/32). I baked the lights at production quality, and I just can’t think of anything else that may be causing this I even tried auto generating the UVs in UE, but we all know how well that works.
Any known solutions?
P.S. Some may say that edge is unnecessary - yes, once I extruded those bits off of the main mesh they became redundant, but the point remains, that this shouldn’t be happening as far as I know.