the workflow of making a "manual" lightmap-uv is fine. the "all code" solution prof means, basically unwraps geometry for you and tries to create huge uv charts for the lightmap. As we all know manual unwrapping cant be beaten, this is better if you have more organic/generic models. The automatic lightmappers mostly came…
While I'm sure a number of people on this forum can (and should) give their advice and experience, since this is for your studio/game, let me give some better advice than what our ideas of implementation may give. Level lightmapping is much better handled programmaticly and procedurally when building levels. Every surface…