Hmm, ok, couple more questions... 1) Just say I was doing a lightmap for the purpose of the engine, does my original theory still make sense that it's ok to overlap/flip uv's? 2) So just for portfolio reasons I want to have some sort of detail map. So for (a made up) example, I have 4 wheels. I had a small texture budget…
I see where I'm getting confused here. My previous studio would make UV channel2 maps for most assets but they didn't bake a lightmap but rather somehow the game engine picked it up and calculated real time lighting based on those uv's...or something. I'm trying to find a reason to map channel2 for an portfolio asset, does…