lightmap density, question for clean build

Hey guys,

I read an article about Lightmap density, and have a questions : Unreal doc says you need to have a green and homogeneous square density lightmap, like here :

I m working on archviz project, and I am confronted with a problem :

I have 2 choices for my wall :

-> use a maximum space in UV square, for have a better lightmap resolution - but density lightmap inconstant

-> loose a lot of space in UV square, but, have a right density lightmap like here : http://nsa37.casimages.com/img/2017/02/16/170216111812452632.jpg

what way is most efficient ?

Thanks

someone have an idea ?

Actually, I privilege density lightmap, and I lost a lot of uv space. But I don’t know if it’s the right way :x

I would ignore the lightmap density stuff, the lightmap resolution will depend on how complex the object is and how complex the shadows it’s receiving are. For example, a very simple flat planar type of mesh doesn’t need a huge lightmap usually because it can have really nice UV’s. It’s much more about what things look visually than any analysis of density.

I m not sure to understand. So I must ignore the lightmap density, and have a better space square uv optimisation ?
I can understand for two different object, but between 2 walls, it’s not important ? ( for shadow resolution, for light etc…it’s problematic if it’s more defined on one surface, no ? )

I still need an answer, cause I don’t find a real solution on internet.
Space uvs square or regular density ? :x

Try use other max 2015 or 2016 or 2017.