Optimizing a baked scene problems

Hello,

Since im using Unity Free, and I dont get shadows, I tried to bake the textures on my scene with max.
After all the work of unwrapping, lighting em bake to texture, I get a nice scene on max, exporting the baked texture on the 2048 sampling size.
The problem is im getting a very high filesize with a TGA texture (5mb), and even if I use a JPG, the results are not the same that I see on Max, im getting some low-res
appearance on the final Unity.
How do i get a better quality on the final result, and how to optimize the filesizes on a baked scenario, considering that my scene will be much bigger and detailed.

Note: Im using the Self-Iluminated Shader.

I’ve posted some screens to sample the problem:

Things to consider:

Make sure the texture is actually importing at 2048x2048… the default resolution is capped at 1024x1024.

Don’t use JPEG as it’s a lossy compression… it doesn’t matter what image format you use since everything is converted into DXT in Unity.

Make sure to fill in seams in your UVs (Max should have a setting for this when you bake the lightmap), otherwise you will get bleeding like what you are seeing.

Properly create a secondary UV channel for your geometry and use one of the built-in lightmap shaders.