Odd Shadow Bleeding

UV islands are too close to each other. Also what is the lightmap resolution you are using?

I just tested your wall and more padding is needed, although increasing the lightmap res almost fixes it, it would fix it if there were a tiny bit more padding between islands. here is a pic of my result.

so close but quite, if you go right up to it there are tiny lines where the UV seams are. it would work with lower res too, I just used 256 for testing.

Right I see.

Will increasing the lightmap resolution affect performance in large maps with lots of cube meshes?

Jon

well if you had more padding you could use 128x128 maybe 64x64 so I doubt there would be much of difference in performance, but as there are so many variables (level size, mesh count…ect) that’s something you’ll have to test to be sure.

It mostly depends on the size of your project but i don’t think 256 would be a problem. You may also want to try to unwrap the cube in T shape(not detaching every face) and see how it looks after building lights.

ok I did another test to see what the lowest lightmap res I could get to work was and I think 64x64 is the lowest.

as you can see 32 just isn’t enough, 64 seems ok but you can see a few minor dark bits because of the rounded edges and I only moved the islands around a bit but if I had layed it out so the verts were snapped to pixels like this

then the black edges would have probably disappeared but there would still be artifacts on the corners so you might want to split them like on the right.

Actually Jon i think your Maya Working Units are off. Our artist had problems with some of our meshes being too large because of what the working units were set to and when we imported it it gave us terrible light-map side-effects (similar to yours although not as drastic.)
Taken from udn
In all of the Unreal Tournament games, 1 Unreal Unit is equal to 2 cm.
In Gears of War approximately 2 Unreal Units equal 1 inch, because the characters are 156 units tall and a floor of a building is 256 units tall.Most licensees use a scale of 1 Unreal Unit to 1 cm. ← imo this is the best.

Some times you may need to scale the object 1.5x-2x to make it look proportional in a 1 UU=2cm system in first and third person views. Hope this helps.