Lightmap UV

Hello Nuclear Arbitor,
many thanks for your response. I understand the answers nciht. Neither in the English nor in the translation. I could understand because of the translation of google not everything. I’ve been using blender for many years. By choosing the resolution I mean the texture for the unwrapping, exactly. In blender I can specify the target resolution, but have only individual pixels with color uv grid. I have modeled an apartment with the walls, and have already achieved very nice results. However, I have the same problems as many other users with light that seems to shine and dyed meshes. This, however, must be masked with the experience gained with time.

Procedure for lightmapping the walls in blender

1-I open the UV editor in blender
2-I add + texture (no image)
3-I now have the option to choose the resolution. for example 64x64,
and a “texture” blanc, uv grid. Every grid has 32x32 pixel and color grid.
This I do first with the first uv channel for texture information, but with greater resolution for example 512x512.
then I add a second uv channel and make it as in the picture. Ctrl a + p for paddings and then snap to pixel. If I do this for the lightmaps then everything on all walls, I have different size ratios.

Since I can exceed the texture over uv space 0-1 ?, I can adjust all uv grids of the size. Thus, all the textures that i i ue4 order in the right proportion.
I have a few pictures for illustration. Partially, I have also quite good results in ue4 for the beginning. I have to prepare myself bit by bit.

What do you mean with the same dimension?

When laying out the Uvs you should use the same dimensions as your texture will be. Light maps in general are very small (64x64 is common).
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