When preparing assets for UE4 (in this case I’m going for the best baked lighting quality with the least amount of bleed)- would the best method of preparing the lightmap UV’s be the one shown in this excellent video? "Baked Lighting" and "Lightmaps" (Maya & Unreal Engine) - YouTube
The main thing that stuck out to me as being different from the other guides I have watched is that at 17:40, he begins snapping the UV’s to the grid, which is laid out in the same power of two dimensions that would be used in game. Would this be the most optimal way of getting the least amount of bleeding and distortion in game?
Also I saw this post about needing to subtract 2 pixels from your lightmap dimensions- is this really the case?
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Thanks!