I created this thread on Eat3D and the Unity forums as well - if you see it there please ignore two of the three
I don't know if the problem is specific to a game engine or more of a general rule. If you create tileable assets for levels/environments - do you keep the rear faces of walls and roofs that nobody will ever see or not?
So far I simply deleted the rear faces of walls the player/camera will never be able to view anyways. I'm working in Unity and Be
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To make it safe, I would also recommend you to keep a basic file stored somewhere, that has all the faces (also the deleted ones). This way you could easily recreate that part again with the needed parts when it causes some errors in the engine or whatever. I would always keep a full version of every part so you can edit it later on.
Guess the rest is just trial and error, to get best balance between needed and uneeded parts
http://wiki.polycount.com/CategoryEnvironmentModularity
That's actually an interesting thing to try out.
I know that ProBuilder for Unity mimics Valve's Hammer Editor in lots of ideas. The backfaces of geometry created with PB can be set to "invisible" so they aren't in the final light map. I don't know if that is only because of Pro Builder's internal structure or if this also increases light map quality. It's an interesting idea, though.
In general - at least in Unity the Lightmapper catches shadows even if there is no rear geometry. So maybe it actually is an UDK specific thing.