Basic tutorials on how to import and use baking maps in Unity3d for light maps.
1 When you complete the UVW save to your model. UVW file
2, create a new UVW and change it to Channel 2. Load UVW before creating. This is better than giving you the use of automatic UVW results.
3, Hit (0) open render to texture window. Select "Use an existing channel", change the Channel to "2", and select Add "Lightingmap".
When you see the image rendering is not the real result. Real images are stored in your 3dsmax folder. Usually it stores such (i documents/3dsmax/sceneassets/images) look at the back of "Lightingmap" for your model name. Usually such a TGA file. This article is from the "Dog Planing Learning Network"
4, in a simple Way is "select object from material" and then copy "bake material" into an empty slot. Because. The FBX output does not currently support "shell material".
5, in the newly-baked material model you specify, export FBX and promotion mode. Here, I use centimeters, embedded textures, to convert to portable format (TIFF).
6, when you open your harmonization and import the mode, you will see it's only diffuse texture from the 3dsmax exit. And there is no light and shadow texture. My method is to import the shadow texture 3dsmax stored in (i documents/3dsmax/sceneassets/images). Then add the folder to your model FBM feature.
7, after this. Change your model material to 1 lightmapped material. and added to the slot lighting texture.
Unity3d game development Using baking Map tutorial (i)