Hey Jonathon, Not at all. The point is, that UDK combines lightmaps into least sheets possible, to effectively render it in a single pass. So by 512 I mean that every object's light map was done in a usual way but the combination of all their resolutions didn't exceed 512 square. Hope it helped. Cheers.
UV maps don't necessarily have to be a square, they can be rectangles as long as each side is based on a power of 2, so like 512 x 1024, or 512 x 2048. Here, the UV's are referencing outside of Quadrant 1 and into Quadrant 2 (using x, y math terminology).
Well well its done whoo!:) Pics from Toolbag so it will look a bit different in game tho. The tris count ended up to 11813. The texture is 1k x 1k for the head and 2k x 2k for the body and 512 x 512 for chain around his neck.
Here is a a shot of my texture in UDK. Its just a 512 x 512, with a normal map. I have never done decals before and I am going to figure out if I can apply a normal map to the decal. Let me know what you guys think.
Finally figured out the cause! I have the lightmap resolution for this mesh set to 512. But when I reduce it to a lower value, like 256, it will fix the messed up light bake. UDK just doesn't seem to like cylinder meshes with a 512 resolution lightmap setting, go figure