The only thing thatis limiting you is that the lightmaps UV (the second UV) must be in the 1:1 space. It can't go outside. Other then that, go wild and post your problems on Polycount.
in source is done with the lightmaps on bsp. I think that's what you mean at least, if you give two bsp faces the same smoothing group it will create a big soft look to the edges.
Your lightmap resolution looks like it's 64*64 or something. btw, wines grow upwards, they never hang like that. If it's a whole wall of them sure, but not just small pieces like that.
This is where I'm currently at. Took a while to get the proportions to match up with the originals, and to get my head around lightmapping, but I think I'm ready to start texturing a couple of the panels.
Lightmaps and V-Ray renders, as well as baking, get the biggest benefit from jumping from an i5 to an i7. It's definitely worth it http://www.cpubenchmark.net/compare.php?cmp[]=2340&cmp[]=827
I've got a tutorial on my site. You need to create a new set of UVs for the lightmap. It sounds like it's something you're looking for not sure though. http://jeffparrott.com/mentalray_01.html
That's some nice scenery! About the nice cast shadows you have, is that something the engine does dynamically? Or is it some kind of smarter, sharp baked lightmap tech? Looking very good!
assuming you use max, select "elements" and delete the proper ones ? or the cut and merge is not result of a internal copy, but the consequence of max's illogic behavior (see the Lightwave > 3dsmax 9 thread)
Using lightwave 8.2, of course. Heres the front/side havent had time to mess with her anymore today.... I know about the weird loops around the ears too =D
Just an other question Where is the polycounter under 3dsmax ? i know the "7" button but i never managed to find the real polygon counter box, sorry im a lightwave user.