Well I kind of fixed it guys, I think. If I face another issue in this workflow I’ll edit the topic.
What I did wrong: I skipped mirroring vertically and I had rotate clusters checked, which happened because I tried the exact same steps with an older model and it didn’t work (which now that I recall was because I had **** UV’s)
All the steps required :
You need to have a good UV for the model, if you’re using Zbrush, polygroups and control paint are your friends, general rule : Seams on unimportant locations = Blue color.
Steps required to follow in 3dsmax to create a second UV Channel:
Modifier List > Unwrap UVW > Open UV Editor > Save UV Map in desktop > Increase Map Channels to two > Reset UVWs > Open UVW Editor > Load map which was saved on desktop > Be in polygon mode > Inside UVw Editor, select inverted polygons > Mirror Vertically Selected Subobjects > Tools > Pack UVs > Margin 0.3 FILL HOLES + NORMALIZE CLUSTERS + RESCALE CLUSTERS > MODIFY UV-MAP AS REQUIRED, ENLARGE PARTS THAT YOU THINK ARE IMPORTANT ON THE 3D MODEL, LIKE THE FACE OF A CHARACTER > Right click the Unwrap UVW in modifier list and Collapse to > Export Model as a FBX Binary 2014 with triangulation and embed media.
If I said anything incorrect, correct me please , this is all coming from a newbie.
EDIT
If somebody can change the topic title to : Lightmap/2nd UV Channel issue (Probable Fix) or something in those lines it would be great, I’m seeing a lot of people are facing the same problem that I faced.