Yes B for sure of those, but since you're working with UDK you're in luck as it supports using different UV channels. So you could map all areas that should be illuminated using a new UV channel on a small texture (perhaps 256x256 or so) and still have the same pixel density as the other texture maps! A bit more work, but…
Another possibility, but might be a bit tricky, would be to extract from the current textures. Here's a short explanation of how: You'll have to fiddle with the numbers a bit though. Some notes: -everything that has a value of 128 or higher(in my example) will become emissive. This of course means that medium gray…
Okay so I have a few more questions that popped up and wondering about. -Since UDK has lightmass and you can use emissive textures for lighting, in what cases do you not even use a actual light. I have some blue lights in a texture with use emissive checked and it does a decent job of bouncing that blue light. What can…