Ah, you're right about the reflection vector, I think I might have forgot a world transform node after the reflection vector that might have made things confusing.. I read somewhere it was needed. On the other hand, is a world transform node needed for a dynamically lit object? Tbh. I have no idea what it really does.…
I've found that in max 2010 and up you don't even need to do this. It seems to bake just fine if you have overlapping UVs. Of course if you're using a different baking tool then that may not work. You shouldn't have to worry about the UVs for a reflection map as it should be using the reflection vector transformed into…