Modular assets light bleed/dark spots?

I made some modular assets in Maya and exported them to Unreal.

The assets have issues with what seems to be bleeding and some dark spots, as highlighted in the pictures I will attach.
The light maps were automatically generated inside of Unreal, as I seriously suck at unraveling and making my own in Maya.

The devs seem to think that the auto generation works well, not sure why I am having problems.

I understand that there should be padding between each face, so why didn’t the auto generation create padding?

If someone says I should create my own lightmap, can I ask how you would group the faces? For instance, the seams that you on both the floor and the walls (They form an x) end up being so tiny in width that I cannot even put them on a grid line in the UV editor.

Also, how would I even know which faces to group? And how would I even group them? I have lots of experience in Maya except for when it comes to UVs, unfortunately.

You should put UV splits on these edges. Auto-generated lightmap unwrap will not make new splits automatically for you.

UV splits?

Hi!

I think what he meant was to split up your lightmap uvs at the edges…
You could use an auto flat mapping in maya I guess… that would do for these meshes…
Your other problem is your low lightmap resolution…
And modular pieces… as far as I know the only way to get rid of them is lighting scale 0.1 and smoothness 0.6 in your world lightmass settings!

Would it make more sense to just not use modular pieces and instead model the whole world as a single piece? Each floor tile is 250sqcm, and there are 50 in the level.

You should do your math! The highest resolution lightmap is 4096! If it’s enough for your whole mesh then sure it’s the easiest! …most of the times it’s not enough…