Hi, I decided to move to Autodesk's 3DS Max to start rigging my character, from Blender. Just because it's the industry standard and they teach to use it in our school.
Anyway, setting the textures up in Max are giving me problems. Especially very visible seams appear on my normal maps everywhere
where there's an UV seam. Also, I don't quite understand the idea of gamma settings when applying textures for your models. Because of those gamma settings, my diffuse isn't that dark as it is seen in this.
Oh, and I used Xoliul viewport shader here. As you can see I didn't go any further with setting up other materials because of this seam issue.
In Blender there are no visible seams and everything (by everything I mean diffuse, normal and specular maps) is looking fine. I baked some of my normal maps in Blender and some in xNormal. And still Blender shows normals correctly regardless where I baked them.
Diffuse and and specular maps seem to work visually fine in Max's viewport, apart from those gamma settings with all of the maps, including normal maps as well.
I have a pretty good and semi-solid knowledge of using Blender, so Max is kinda new to me at the moment. About the character model briefly; I UV unwrapped it so, that certain UV islands are overlapping in the same UV space, but I defined several materials for certain parts of the model to have their unique D/N/S maps. In Blender materials were all clearly separate, but in Max they are under the single main material as sub-materials(?).
I've studied a lot of technical stuff about tangent space normals recently, and I read something about the "tangent basis", and somewhere someone mentioned that 3DS Max has some bugs with its viewport shading, etc. I don't know.
So, what could be the problem?