![]() Unless that’s your goal I doubt you want your scene to look like that. The SketchUp textures look like a PS2 game Its about being sensible with it and knowing when to jump back into SketchUp to sort out. Too much of this and you can start to get what we saw earlier before we turned off the ‘generate back face’. These are quite common for objects with a high mesh count, and its more than likely that anything from the 3D warehouse that looks half decent will have overlapping UVs. Overlapping UV’s, should I worry about them? This way if we applied a wood texture to the square, we can scale it up to the desired style without affecting the wall behind it. Notice how in the image below, the square connected to the wall on the left reflects the same scale of Us as the wall its connected to whereas the one on the right does not. Ready to go right? Not before I talk you through some things to consider: Using Components to your advantageīy splitting things into components, you can control the UVs of your object much easier. So now if we regenerate the baked data, we should get something a bit cleaner. To fix this, go to your scene in import settings and untick “generate back face”, when we go back to the baked lightmap view we can see that the UVs are coming across much cleaner. ![]() So what’s going on here? If we go to the baked lightmap view, (top left of scene), we can see that there seems to be some multiple UV maps going on at once, this is because we have told Unity to generate lightmaps for the back of the objects we’ve drawn as well as the front. Okay… this is not what we were expecting when I said beautiful. So what happens if I click generate lighting on the default settings
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