Hi ,
To better illustrate, I’ve setup a simple scene similar to yours with a single wall mesh where I can visibly see the modular wall seams.
This should help with seeing how to get rid of seams. This will still not get rid of them fully and this is why the recommended workflow is to have your walls as one single piece, use other meshes to cover seams, have your meshes seams meet at corners, or use the World Settings > Lightmass section to help reduce the seams.
In my following examples I’ve made a simple wall mesh.
LxWxH: 300x200x20 cm
I’ve set the lightmap UV to target a 64 lightmap resolution. I’ve set my UV grid for my UV to 0.015625 for vertex snapping.
I’ve placed a light in the scene with a intensity of 3500. Everything else is default.
WARNING!
Increasing some of these settings below will significantly increase light build times!!
In this first image here are my settings:
LM Resolution: 64
Light Build Quality: Preview
In this second image here are my settings:
LM Resolution: 64
Light Build Quality: Production
World Settings:
Indirect Lighting Quality: 2
Indirect Lighting Smoothness: 0.6
In this third image here are my settings:
LM Resolution: 64
Light Build Quality: Production
World Settings:
Static Lighting Level Scale: 0.1
Indirect Lighting Quality: 2
Indirect Lighting Smoothness: 0.6
Attached below is my simple scene I’ve set up with the wall mesh.
https://www.dropbox.com/s/jk99sjq0d4vp1ic/LM_Seams.rar?dl=0
This scene is setup using the final settings in the above image.
There are a few artifacts in some corners, but this should be able fixed by adjusting the LM resolution up.
While this is a simple setup, by having a good UV layout with padding between UV islands can help get better results.