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Applying normal, specular map in 3d max

I have one object and diffuse map, normal map and specular map. How could I apply these maps to the object to see ethg in viewport? Should I use standard material and add materials to the slots and use 'Show Hardware map in viewport' (but when I'm doing this, my object is whole black) or maybe I should use DirectX Shader (and which shader?)? what is the difference?

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