First off we'll add a displacement map, which will give extra depth to the models. Then we'll add a bit of shine with a specular map and set up a new node in the material room to add some additional variation to the map. The last map we'll add is a normal map, though we will use this map to replace the bump map.
With that all done it's time to package the set up for distribution. You'll learn step by step how to collect your textures together, fix file references and version numbers in the pp2s. Update the texture settings in the light prop without breaking it and then zipping up the runtime for distribution.