Lightmap issues with geometry - map design

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:bust_in_silhouette: Asked By kalel

Are there any known rules to designing map geometries that will avoid lightmap artifacts?

While experimenting with simple room scenes, either generated from “level buddy” plugin for Blender, or extruded manually from a single face to ensure a clean mesh, I found that my lightmaps don’t look quite as they should.

I have tried to use only faces on the inside, or double sided faces (duplicated then inverted) or solidify modifier to add a depth to the walls. There were differences in the lightmaps, but none is quite right.

Example, Raytraced, lights hidden:
enter image description here

Is there is a way to design a mesh in such a way to avoid lightmap issues?