Hey guys. Im just finding out about how to crete a 2nd set of uvs where there is no overlap for use for lightmapping a static mesh. My question is what rules apply to laying that 2nd set out? I posted below the normal set of uvs where I use overlap, 2nd uv set where I isolated all the uv shells but havent yet got them in 0 to 1 space, and then I scaled it all down and fitted them. Does the amount of space they take up in the lightmap set matter, or is it just determined by the lightmap res set in the engine?
Thanks.
Normal Set of UV's

Lightmap Set, not mapped yet

Lightmap set, mapped

Replies
Here's a pretty good tutorial on the subject, it was made with UT3 in mind though so it's slightly dated.
http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/
Also more info from UDN about mirroring and padding.