Improving Lightmap quality

Hi,
I’m developing a visualization app and I’m modelling some forniture with blender.
I’ve learnt how to create and manage lightmaps to get a propre baked lighting.
I have modelled thi bidet on blender and unwrapped it as you can see in the pictures

I managed to get an acceptable result, but I still have artifacts here and there and I wanted to know if it is possible to improve the model and get a homogeneous result.


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Hi!

Yes it is possible! …so many threads about it on the forum or answerhub just look for tutorials how to lay lightmap uvs properly!
…your lightmap resolution is too low in this case… I guess your corners are not snapped to grid/pixel… you have a lot of wasted space in your lightmap… you should scale up your islands! …stretch them… keep as many polys together as possible and have as least cuts as possible…

The islands in your Lightmap UVs don’t need to be scaled to each other like in texture UVs so for starters you could grab all your faucet clusters and scale them up to fill part of your negative space. Lightmap clusters don’t even need to be uniformly scaled so you could individually stretch out whichever islands are creating those pinchpoints… although it looks more like an issue about where/how you cut that particular edge.
Cheers.

In my experience when unwrapping rounded objects like that, its better not to cut where the rounded edges meet, just keep one unified mesh, only separate at approx 90° angles. It might get a little stretched out but you will have cleaner Lightmap UV’s. As alway, best method is trial and error.