>>297583936
I don't know why default for jump is set to off. My shitty map is 10mb with 2k rez textures across 18 materials so far, half of those with normal maps and already I'm considering dropping the albedos on some them down to 512px because I honestly won't see the detail loss w/ high quality normals backing them up.

I still need to learn how to do lightmap generation within Unity with at least one realtime light just so there's something to have shadows/self-shadows cast from, and performance not being wrecked by multiple lights within a single room. I could do the lightmap in Blender but then I'd have to manage my scene across both programs, instead of just exporting meshes as I finish them.

>>297585286
If it's anything like the lightmaps I can generate in Blender, how the heck are you hitting 20mb on one compressed? They don't need to be giant textures, and if you can hit it up with an 8-bit single channel, it compress way the fuck down, then slap a little blur on top. For large outdoor shit I figure there ought to be a way to generate one on runtime off of the sun light no?