Education : no16 'AO / Lightmap'1. Throw in skylight, plop. 2. Press '9', turn on light tracer.3. Select Low poly and press zero key for the render to texture dialogue4. 'Pick' High poly object5. Make sure your low and high poly 'fit' each other well. If not then enable projection cage, reset and scrub the 'push' so that you push the cage slightly past the low poly.6. 'Add' lighting map, setup your filename and location etc7. Hit render
You will get a map similar to the one below. Blend it into your texture psd. (see what blend mode works best for you)
Its vital to do this with all texture passes nowadays, if not your stuff will look dated. Unless you spend ages painting all this detail in, correctly.

Random : no4 'Graphics challange'
Here are some images from popular games of the past. It's interesting how people instantly know the answers from such little detail. I put this in a forum and within the night they had all the correct answers so it isn't impossible. What really blew my mind was 'C' and how many instantly knew which game it is from even though there is very little detail at all.

Education : no15 "Rectangle tool"
Top sign is your typical boring rectangle. Using the rectangle tool you can change the roundness of the edges by adjusting the radius option that sits at the top of the screen. Easy.

Education : no 14 'Extra detail in spec maps'
1) Don't just turn the diffuse into a spec map and be done with it. In many cases adding an extra spec grunge/dirt map like this within your spec map only can really create much more interesting and realistic textures.
2) On the left is a simple diffuse to spec conversion but even with the edges, add 'unique to spec only' brightness to it as seen on the right.
Random : no 3 'CGTalk UGAC switch/reversal Competition'I'm currently having a stab at this challenge. Have to take an exsisting character/setting and change the style/setting/sex etcI'm going with a modern day take on the 'plague doctor' figure from the 17th century.I've been going over the design for quite some time and finally came to this design,
You can see how I got to this design and check out any progress by going to the following link,
http://forums.cgsociety.org/showthread.php?f=39&t=537843