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Question by ADRVR · Oct 18, 2016 at 02:19 PM · bakedlightingsubmesh3dmodelbakedsplitting

Baking issues with high polygon count model

Hi,

we have models with a very high polygon count (about 200 000) which are created through photogrammetry. Unity automatically splits them into submeshes. When we try to bake them the submeshes aren't lit evenly. This picture shows the corner of a painting with this uneven lighting. ![alt text][1] You can see the difference in lighting where the mesh is split into submeshes.

LightmapUVs were generated and we use these baking settings ![alt text][2]

Has anyone faced this issue as well and knows how to fix it? [1]: /storage/temp/80402-unbenannt.png [2]: /storage/temp/80401-bakingsettings.png

Best, Rona :)

bakingsettings.png (41.3 kB)
unbenannt.png (220.0 kB)
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