Lets create a complex lightmap - Open discussion

Am I correct in thinking the optimal way to do Piping at the corners of fabrics should be done using a normal map to avoid issues with light baking? Up to now I have been using a thickened spline in 3ds max then deleting faces which point inwards but you still do get some shadow artifacts.

Also would baking the normal map in 3ds max pick up the mesh for the piping and add that to the normal map?