Hi, I'm not an artist myself so please forgive my noobishness if I say anything stupid :) I'm working with an artist, and he's trying to export lightmaps from 3DS Max. It works fine, but they're not being exported in a memory efficient format. Here's what he's exported so far, this is an experiment of trying to lightmap a box: diffuse map (yes, it's just a solid purple)--
![](http://velocity.lunarpages.com/personal_stuff/DiffuseMap.png)
lighting map--
![](http://velocity.lunarpages.com/personal_stuff/LightingMap.png)
So, I think there are 2 problems here: 1. The diffuse map should be just 1 texture which is applied to all 6 faces of the cube. So like, 1 big 64x64 texture which is solid purple. But instead, he made a 256x256 texture which contains space for all 6 walls... This takes up too much memory though, we just want ONE texture that gets tiled. 2. The lighting map has a lot of blank space in it. I'm not very knowledgeable about lightmapping, but I thought most lightmappers at least pack lightmaps together to minimize empty space in the texture. By the way, to generate these lightmaps, he is using something called "Render to target" So, is it possible to generate optimal lightmaps in 3DS MAX? If so, does anyone know how it's done, so I can tell the artist I'm working with? Thanks very much, roos