Blender Lightmap Problems

using this method really reduces the amount of bleed,though there still is a small amount of bleed, i did “smart uv project” as you said,and then i packed islands.

I tried to mark seams and do a normal unpacking,but it didn’t yield good results,i probably didn’t mark them properly,ill just try it differently now.

This is the result:

for some reason the shadow itself is still twisted,and i have no idea why,it happens with different meshes too (even the engine defaults ones).

i really liked the idea that you can create a verity of trees with multiple meshes,i think i will try it too,and i will try to create uvs as you said, im starting to understand the uv packing much better with your information!
Thanks!