I had always been afraid of texturing up until now. Now, with this new focus on the textures and the efficieny of the low-poly modeling, I started to rethink lighting. While doing some renders to test the texture, it came to me that my textures won't look like this when lighting is applied to a model within a game engine.
My main question is that I was wondering if it's misleading to use GI Lighting when rendering out pieces for a portfolio. If it is misleading, what lighting set up is best for making sure the texture looks the way it should? I'm not very proficient with MentalRay. I no longer have Brazil. So I'm pretty much stuck with stock lights thanks to Max. The pictures attatched are samples of my work: one with one omni light, the other with an omni and skylight. I understand that just one omni won't create a grand lighting effect, but it's demonstrating what it can do to a texture. Maybe I'm being ignorant, heh. Anyway, much help would be appreciated.