Unity 6 Lightmapping Tutorial: Modular Room Workflow

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This beginner-friendly tutorial guides you step by step through the process of creating lightmaps using Unity 6, the latest version of Unity. Using a free, official modular room asset from the Unity Asset Store, we’ll design an interior space, clean it up with ProBuilder, and prepare it for clean and professional lightmap baking.

What you'll learn in this video:

How to design a modular interior room using Unity’s free assets.
Preparing and cleaning your room using ProBuilder for optimal results.
Lightmapping basics in Unity 6 to achieve polished, realistic lighting.
This tutorial is perfect for beginners and those new to Unity 6 lightmapping. Please ensure you're using Unity 6 or later to follow along, as features and workflows may differ in older versions.

Video Details:
Level: Beginner
Tools Used: Unity 6, Unity Asset Store (free modular room asset), ProBuilder

00:00 Download Free Unity Modular Assets
00:27 Create New Unity 6 Project
00:46 Reset Layout
00:56 Import Using Package Manager
01:15 Reviewing Modular Assets
02:04 Designing Room Layout
03:30 Create Prefab
04:19 Turn Off SSAO
04:40 Initial Lightmap Setup
06:20 Light Blockers
07:15 Lightmap Polish
07:51 Lightmap Resolution
08:24 Seams Issue
08:50 Adding More Lights
09:00 Merge and Weld Seams (ProBuilder)
19:02 Fix Normal Issue
19:32 Final Lightmap Bake

Resources:

If you found this video helpful, don’t forget to like, subscribe, and share for more Unity tutorials. Leave your questions or thoughts in the comments below—I’d love to hear from you!

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I am commenting very rarely. But i wanted to thank you. You helped a lot, i had the same problem with lightmap. Because of you, i will be able to create my backrooms game.

hdvr-jdt
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I learned a lot from this video, thank you.

allenhalsted
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I have been googling, ripping my hair out and maybe yelled a faulty word, but hey this is exactly what i have been looking for! Thanks alot, i can finnaly make the seams go away in my officegame!

VoxelsmithGaming
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this is insanely helpful!!! exactly what i needed to get to the next level!!

parkourchrispk
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I was cheking some lighting setup video about Unity to learn how things works in Unity (I'm using Unreal) and it was pretty helpful, thanks bud!

mattdevYT
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You can also get rid of the light seams by tinkering with the Lightmap UVs Settings for the specific FBX object. Your method is the proper and guaranteed way to do it, but tinkering with the params might be faster if you can get away with it.

Salmontres
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Its kind of crazy how long it took to find the solution for "shadows on the edge of tiled objects." Thank you!

JackHartwig
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Thank you so much. This is so helpful for exactly what I’m working on.

goodpuppii
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This was a really good tutorial. Thanks a lot!

hasantekin
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You could have saved a lot of time deleting faces, by creating a prefeb > probuilderize > delete > build scene

kyoseoul
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I have a forrest scene with a house that the player enters and I've been having issues were the global lighting affects the inside of the house I use the Atmospheric house. Would this work for that too?

JSRRADIO
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This was so helpful. Does this really only work by making the scene a prefab?

iamthebubb
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EDIT: I'm under built-in, not URP! Should I move to URP to get this to work?
I'm new to lighting. How would you make a moving, non-static player cast shadows properly to such a setup? Baked lightmaps have far better performance on an old PC I have to test sometimes, the player casts no shadow though. Unless the way to do it is through mixed lighting, but that tanks performance on it.
I noticed a pattern: If I setup everything baked, I get shadows for map/static objects only but not moving objects, if I setup everything mixed, only the lights get in, but every map/static shadows get rendered in realtime, including moving objects.
Can't I set it up so all shadows in the map/static objects work baked, but only moving objects mix shadows in?

MrGuaren
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Awesome video, really helpful!! Just wondering say if you where to make a larger level for a 3d game lets say, I am trying to find a way to make the game faster by baking the lighting and was looking how to do that and that is how I found your video, would you do this theory to the whole level and have the player and anything you want to move not static, or is there another way? Thanks!

cryptolumbi
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hi, this was an incredibly helpful tutorial, but i have one query. the outer part of the walls that dont receive lighting remains black in my model, could you please help me resolve that?

esasaan
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can I do the same baking step as this for a terrain or city environment like open world ?
or it only for closed areas like room ?

ibrahemakil-xd
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Hi! Thank you for your video. I got a modular room in blender, would it make more sense to merge (and wield) the floor tiles in blender and then export it as a single object rather than go ProBuilder route? thanks

Gunit
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is it possible to get these results in my game where i build this room at runtime?

danielhasi
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Is there any other solution for the seams? Because, we need modular parts for Occlusion Culling.

kadiryumlu
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