Ok, so after some testing: I unwrapped object myself in blender and disabled generate Lightmap in Unity. Got better resu…

Forum Archive Ok, so after some testing: I unwrapped object myself in blender and disabled generate Lightmap in Unity. Got better resu…

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #5761
    jankovalsky
    Participant

      Ok, so after some testing:
      I unwrapped object myself in blender and disabled generate Lightmap in Unity.
      Got better results, no artifacts, lighting look as good as on default cylinder created in Unity.
      Can we reevaluate statement that generated lightmaps are better then those created manually?

      #24317
      jankovalsky
      Participant

        http://imgur.com/a/IuVpj

        First is generated, second is generated with tweaked settings, third is manual UV.

        #24318
        jankovalsky
        Participant

          i.imgur.com/zFm57F1.png

          #24319
          Jonathan Gonzalez
          Participant

            It’s really dependent on the models and lighting settings. I personally have always seen generated lightmap UVs in Unity look much better. Unity creates lightmaps differently than how they would be created in external programs. So you’ll get more consistent results letting Unity create them, but this is just my opinion. 

            If creating your own results in much better results then go for it. Usually it’s also much easier to just check the box and get the same results versus manually creating them. Again this is really dependent on the work put into creating UVs and various settings for lighting used. For high end lighting and realistic results putting in the extra effort to create really clean looking UVs and models will win out. 

          Viewing 4 posts - 1 through 4 (of 4 total)
          • The topic ‘Ok, so after some testing: I unwrapped object myself in blender and disabled generate Lightmap in Unity. Got better resu…’ is closed to new replies.