Hello. I just wanna share my way on doing Lightmap in 3dsmax to unity. I read many post asking how to do this, and I want to share with all of you. Please tell me if there is a better way. 1. When you finish uvw your model save it to .uvw file 2. Create new uvw and change it to channel 2. Load the uvw you created earlier. This give you better result than using automatic uvw. 3. hit (0) to open the render to texture window. Select "Use Existing Channel", change the Channel to "2", choose add "Lightingmap". The image you see when rendering is not the real result. The real image was stored in your 3dsmax folder. usually it stored like this (My Documents/3dsmax/sceneassets/images) look for your model name with "LightingMap" on the back. Usually a TGA file like this. 4. The easier way is to "Pick Material from Object" and then copy the "Baked Material" to an empty slot. Because .fbx exporter currently doesn't support "Shell Material". 5. After you assign the new baked material to the model, export the model with fbx extension. Here I use cm, embed textures, convert to portable format (TIFF). 6. When you open your unity project, and Import the model, you will see it's only the diffuse texture that was exported from 3dsmax. And no LightMap texture. My way is to import the LightMap texture that 3dsmax stored in (My Documents/3dsmax/sceneassets/images). And then add it into fbm folder of your model. 7. After that done. Change your model material to a Lightmapped material. And add the Lightmap texture into the slot. Hoorayyy..!!! Next I will update the post with "uvw tilling model lightmapped"