Material in Realtime vs Baked

I am trying to create walkthroughs of buildings. The model is in Revit, exported to 3DSMax and then imported in Unity. When in realtime lighting it looks as expected.

Due to the amount of light in my projects I need to bake. However when doing this the material start to look very bad.

In the screen shots a small items form the building copied to a new scene with only 1 directional light an a camera. What causes these ugly patches and how can I solve it.

After a lot of searching and testing I found a(/the?) solution. The problem stems from UV maps issues. The conversion from Revit > 3DS Max > Unity makes that the UV maps are not OK. These UV maps can be corrected in different software, but also in Unity. Select the asset (FBX) in the project browser and go to the inspector panel. There you will find a checkbox for “Generate Lightmap UVs” (Unity 2017.1).

98277-uv-map.png

Selecting that and then click on Apply. This will make Unity reload the FBX and then create the UV maps. Depending on the size of the FBX this can take some time. After that you can rebake the lightmaps. In my case this solved the issues. You might have to repeat the process for other problematic FBXes in your project.

I hope this will help some people saving time looking for a solution.