![Smile :)](./images/smilies/icon_smile.gif)
It can generate a lightmap of ambient self occlusion using current set of UV coordinates (you need to have UV mapping finished).
With a very basic UV mapping you can get this:
![Image](http://www.ta3d.org/images/3DMEditor2_AO.png)
The algorithm is still very slow and noisy (this is a first draft, I already implemented such algorithms so I know how to fix this).
The idea is you can make your texture without the lightmap, then you build the lightmap (it creates a new texture) which will be blended with other textures unless you use a GLSL shader.