While the Unity Game Engine has an integrated Lightmapping system (Beast, now from Autodesk), you need a Pro-license for Bounced Lighting. There are cases where it makes sense to import pre-rendered lighting from an external software. This blogpost is an overview of the process to bake lighting on a model in CINEMA 4D and ensure that it survives the conversion into Unity. Goal A model with two sets of textures: the regular tiled textures (bricks, tiles…) that are seamlessly repeated over the geometry (using the regular UV coordinates) and a second texture, containing the baked lighting using a second set of UV coordinates. References Several people have developed their own routines to get this done, but I'd like to refer to two posts, where a user name "Artzfx" posted some details on his workflow. http://forum.unity3d.com/threads/165691-Cinema-4D-Textured-Model-to-Unity-Best-Practices http://www.c4dcafe.com/ipb/topic/69750-baking-gi-and-textures-for-unity3d/ ...
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