Odd Shadowing with Static Lighting

Hey!

After baking static directional lighting I am getting odd shadow spots on my meshes. I also have a static skylight involved. How can I rid myself of these odd shadows??

Here is a screenshot:

As you can see the rock has odd shadows. the trees also have this effect but i have moved them to show the difference before and after baking. I can provide any info you need to help.

I also think while possibly a different issue with LODs, I am getting the following errors on build:

Thanks!

It looks like a UV mapping issue, did you get any errors/warnings as you built the lighting?

I have one mesh that is currently bad and causes a “overlapping uv” error. but it is not the rocks or trees. the trees had a “lightmap too large” warning but then i just lowered the lightmap res for the two tree meshes and it went away. Also LODs seem to cause an issue with the trees. something about having unique uvs

You should put a red dot on each polygon face that you’re saying has bad / wrong shadowing, at least in the foreground of the scene in the picture. And also visually identify somehow where the static directional lighting is located. I’m guessing it’s off to the left and somewhat behind the trees in the foreground. But it could be elsewhere too since there’s shadowing problems and a number of errors.

As far as the rock, it appears that the top face polygon that is darker, may be shadowed by the nearby tree(s) enough that it’s producing the darker shadow. If it’s not lining up with the directional lighting, try moving it further from the trees to see what happens after baking.

Hi!

The problem is your lightmap uv! I’m guessing you’re using an automated one… wherever there is a cut in your lightmap there can be an error! Where you see the bad lighting information/bad shadows: your lighmap has a cut there and your lightmap resolution is way too low!! So what you will get is an overall/low res, inaccurate shadow!
Either keep most of your lightmap uv island together or cut them where it’s not visible!! + assign a higher lightmap resolution to the problematic meshes!