Hi I'm not used to working with 3D engines that can do decent lightmapping like Unity's beast can. I have previously imported lightmap textures and applide them in the 3D engine, using a second set of UV coordinates, combine the textures in such a way so as to produce the desired effect. I would still like to calculate the lightmaps for diffuse, outdoor lighting this way, since diffuse shadows are fairly static. Is this a good approach? Perhaps I could should bake the lightmap with the diffuse texture, and thus use only one channel, one texture, then used Unity to calculate direct light sources? Advice on approach appreciated. /Jason