In lieu of my modeling skills, I’ve been playing around with a voxel/cube art style. I’m having a few issues with lighting and texturing, however.
How in the world should I unwrap these meshes for lightmaps?
This looks alright, however there are quite a few artifacts, namely the dark splotches near the ceiling joists and the back of the wall (not shown). The mesh has 19000+ vertices. I exported it from MagicaVoxel with a custom exporter. It’s literally a mesh with verts for every quad. After remodeling this mesh (down to 800 vertices) and making a proper lightmap (64x64), I got this result (still with a few edge bleeds):
Some detail views:
So what should I do? How should I organize the UVs without using a ridiculously huge lightmap?
I really don’t have a good workflow. Does anybody know how to make this work?