I set the light map grid to have 64 pixels and I made sure I snap the vertices to the gird. I also made sure I have a 3 to 4 pixel padding. I am so close to having a perfect modular asset. What is causing this issue? I have already watched “The World Of Level Design” tutorial regarding lightmaps and bleeding. Any help would be greatly appreciated!
that’s caused by the lighmap resolution on the floor being to low and not by a problem with your wall mesh, you just need to increase the lightmap resolution of your floor to fix your issue (unless the floor is BSP in which case you need to reduce the value).
Yup, 62x62 if you want to use 64. Also you should try to make each wall more than one pixel thick. Stretching lightmap UV’s isn’t really an issue, so feel free to make something 3x wider just because there’s room to. Also there’s no need to have padding around the edge since the engine does that by itself.