i think i see how a light map doesn't absolutely need its own "seams". (so were my clumsy previous posts kind of right? the light map uvs couldn't have its own "seams"?)

Quote:

I don't know of a lightmapper that would create a completely independent UV set, but this is theoretically possible.


i guess most of us don't think of some light mapper done specifically for games but programs like 3dsmax, maya, lightwave, modo,... it would be quite cumbersome there to make sure that the light map uvs behave right. to get light map uvs you usually just would want to create an automatic atlas mapping or something like that and not spend a lot of time with manually tweaking anything to follow any rules.