Sure, no problem. What I meant is to have the Ambient occlusion\ Global Illumination Baked into your models from your modelling application (like 3DS Max, for example). These maps don't create shadows, they only darken the spots that are "well covered". That gives a greater realism (and they would work in Blitz3D because hardware lights would lit the textured polygons just as they should be, but the GI look would still be there).
Of course, it's a dramatic change of look, so you probably wouldn't wanna do this if you are heading towards the flat-shaded-only look.
Of course, it's a dramatic change of look, so you probably wouldn't wanna do this if you are heading towards the flat-shaded-only look.