Is this a bad way to fix the lightmap issue?

@Visceral3D:

Here are my UV maps for both versions. As you can see the ‘fixed’ version has squashed UVs which I have then stretched back out in the material editor. The 2nd image is how I thought they should’ve been but creates shading errors on my mesh.

Here are the lightmap UVs for both versions. All UVs are snapped to the grid with space between them.

Thanks for such an in depth response :). Unfortunately, I had done exactly that already. I have the same Lightmap UVs on both images in my previous post. However the UVs for my diffuse map is different. It seems as if I can only get good lighting on my prop is when they’re within the 0,1 space- although that shouldn’t be the case.