Thanks for all the quick replies and for your insight! I will try doing with an image editor good idea !
The reason im asking about normal maps (and ambient ocllusion) but specially normal maps, is because im optimizing geometry which i think can be very important when your doing things to be on a browser, and one of the maps that are used to help and simplify the geometry is the normal map! It can do really wonders!!!
Anyway all of this is definitly not so important as having reflections working on android, that i think is probably the most important thing …
Just to wrap up, when you integrate the uv tiling and offset on the material editor, could you look also in the import settings from fbx (im using 3ds max), because right now if we have a standart material that we changed the uv tiling and offset, it doesnt get imported correctly it assumes offset as 0 and tiling as 1.
This can be time consuming to fix, because much of the models you put on the scene you probably bought and many have this setting tweaked…so you have to put it 0 and 1 nd correct on the uvw mapping for each model
Anyway thanks again, and keep up the good work im really excited with your development and i think it really great (just android needs to support reflections )