I’m not referring to breaking the 64x64, 128x128 ratio and so on, but instead about the faces in the UV space. I’m modeling modular walls and am making the lightmaps out to be 64x64 with the 1/64 division rule for the grid size. (as I’ve read that that is a good number that allows the engine to upscale automatically without needing to manually go back and create higher lightmap resolutions). I just do a quick automatic mapping to get all the faces laid out, and then I sew together faces that share the same direction, and resize the more important pieces and snap the edges to the grid with 2-pixel padding (including edge padding). Usually this process creates the faces as rectangular pieces, of which I can only uniformly scale up to a certain amount before I run out of space. What I wanted to know is, what will happen if I non-uniformly scale the UV’d face from its rectangular projection, and widen it to look closer to a square? Would it cause any shadow/seam issues or inconsistencies when aligned to other objects, or would it actually be better than leaving it in limited space as a rectangular face?