I've been using Unity for a couple of weeks now for a game level I'm developing. I've created a complete scene in 3ds max which I'm exporting into Unity, adding lights and then baking a beast lightmap. So far I've figured out what I needed to but today I added a normal map to an object (baked from a high poly model) and spent ages working out why it didn't show up. Until that was I realised that with a lightmap on it wouldn't show. I've researched it and just wanted to check I'm correct. In the standard version I cannot have a lightmap generated in Unity and have bump + spec maps on the materials? If I want to do this dual lightmaps seem to be a solution if I go pro and use deferred lighting (not an option for now). Is my only other option to manually unwrap in Max to UV 2 and bake a lightmap there which then I use in Unity with the lightmap shaders? My main reason for the lightmap is that it's a complex indoor scene with a lot of lighting needed for realism. Whilst realtime lighting may be possible down the line (if I go pro) I think the hit will be too bit. So I'd like to have a lightmap for the higher quality shadows and AO but still have some lights in the scene for bump maps and spec to function. Any advise is most welcome.