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File: Help.png (424 KB, 1920x1080)
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I'm trying to do some modular structure shit in Unity, but placing shit over other shit has this weird shadow thing between them. I tried moving the cascade sliders, removing AO, and other shit like that. How do I fix. Help.
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It looks extra retarded now, and I still don't know how to fix it.
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I actually have the same problem in UE4. I textured everything in SP and it should be seamless (I mean, it's just a wood texture, and you can't really see any patterns on it). My lights are all movable so it's not like I should bake my lighting. Don't know why it still happens.
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>>581151
i tried what you said and put some shitty texture I found online to see if it works, nut I only makes it harder to see the shadows on unity, still not removing them.
Tried it on the floor in case the texture was shit, but that one looks fine.
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You've got three possible solutions
1. Try enabling 32bit shadow maps in Project / Graphic Settings
2. Turn up the bias on your lights, this will result in peter panning however.
3. Live with it. Unity's shadows are garbage.
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Guys, is it better to make modular walls like OP did, or to model them from planes so they only have one side? But what to do if I use a second method and I need that wall to be visible from another side in my interiors? And what to do if I want a player to pass through a door - he can't just see a razor thin wall while passing through? I usually see people use the second method.
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>>581199
1. You're wrong
2. You're wrong
3. You're wrong
>>581231
Get the Source SDK for the Hammer editor and watch some tutorials.You can't just stack blocks on top of each other and expect them to render correctly.




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