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http://steamcommunity.com/app/273390/discussions/0/2333276539592751928/
You are exporting a height map. Height maps are used for displacing the mesh and only work properly on high-ish poly models(often used on a high poly plane to deform it, this is how Unity's terrain system works).
You should really be using a normal map export instead for this type of thing in Unity, though you should continue to work in the Height channel when within SP2(it converts this into normal map data at export!).
You only need an emissive map if you model(or model part) emits light. If it does not have any parts that emit light then don't use this map as it takes up space and does nothing!
The AO map can be avoided sometimes, though I think Unity Pro may be required. AO can be done as a post processing effect(downloaded as a complete pack of effects from the asset store(it's free)).
This means you save file size from not needing any AO textures in your project, though the runtime cost is higher.
Ultimately it depends on what you are doing and which platform you are aiming for when making the decision on which way to go with these maps.
You can also add AO into the diffuse(albedo) texture within SP, this again is a good way of getting the effect without increasing your project size.
thank you very much, that fixed it!
Good, hoped it would :)
thank you again!