For the best results with lightmaps you need to make sure the borders of your UV shells are exactly aligned to the grid. You will also want to make sure you setup your UV grid to be by pixels. So 1 grid unit on your uv grid = 1 pixel. Then when you snap to grid you know its perfect.
If you just unwrap and snap to the standard grid size whatever that may be. Would all depend on Maya or Max. But anyhow the standard grid size is not per pixel. So what you end up with is having your mesh in-between pixels and the result is crappy lightmaps and you have to crank up the resolution of you lightmaps to something ungodly high to solve the problem. Which in the end really does not solve any problem it just works around it making a huge lightmap and wasting texture memory.
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Depends on the scale of the things, really.
But if 64 or 128 doesn't work, there is probably something wrong with your lightmap UVs then.
If you just unwrap and snap to the standard grid size whatever that may be. Would all depend on Maya or Max. But anyhow the standard grid size is not per pixel. So what you end up with is having your mesh in-between pixels and the result is crappy lightmaps and you have to crank up the resolution of you lightmaps to something ungodly high to solve the problem. Which in the end really does not solve any problem it just works around it making a huge lightmap and wasting texture memory.