Why not bake lightmaps in Unity? The Unity baker is very good. If you want to avoid that, attach all your meshes together into a single model in Max, then add a UVW Unwrap modifier, set it to UV channel 2, create the lightmap UVs (using Flatten or similar), and bake the AO to a map. But the Unity baker is much much easier.
So I built up a bunch of modular panels in max, all baked and uv'd then assembled in Unity3d. I had an idea to take this set piece back into max and bake it more to "unify" it. I use the OBJExport script and I'm setup in Max again. How can I bake a proper Ambient occlusion so when wall meets floor we can get a nice shadow?…