It really depends on how you're viewing your normal maps. Once you break the geometry it won't display in 3dsmax viewport correctly you'll need to use a viewport shader that handles geometry and normals like a game would, the 3point shader is a good one. OR view it all in the engine you're using.
Ok, thanks you all for the solutions you gave me. I finally find the solution. With the uvs i think i disturbed the normal of vertex. In 3dsmax, i used the "edit normal" modifier and unify all the normal. SInce that, it works without any problems. Thanks you once again :)
Two QA people sit next to me at work. They both work in 3dsmax. They scrutinize all artist's work and make sure it's as optimal as possible. They catch all of the bugs, etc. They already have the art skills, so I don't see why a transition to full art staff wouldn't be possible.
Normally this is fixed in Maya 2012. If you're using an older version of Maya, I recommend this plugin which copies 3dsmax's inset behaviour, it's also nice because it's fully interactive, like in Max: http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/maya-inset-tool
Perhaps 3dsmax and Maya and how there are new versions every year with little to no improvements? lol I know we all bitch about that.. Price point is still crazy high on those though.. Um Golf clubs are pretty bad. Sometimes there are large improvements and other times it is just marketing gimmicks ;)
^ +1 The tools in 3dsmax aren't set up to work with a non-square UV space and will always behave oddly. I was hoping when they overhauled the UV editor the last time they would take care of that (and a handful of other super annoying things) but they didn't, hopefully they'll get to it at some point in the future.
Have you checked out the Conform compound object? http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-5790F099-E538-4702-9831-EC06C0EA2819.htm,topicNumber=d30e46322 IIRC Paul Hormis' script (TiM) did a better job, but it's been a while.
Im having a few issues here with xNormals, was hoping someone could help!. Basically it seems to want to be working, but the normals are coming out a bit wrong. Could this be becuase of the subdividing of the mesh in zbrush compared to my low poly 3dsmax model?? Is there a way to fix that? Almost looks like a cage problem..
If you have good orthographics, I'd recommend making a base mesh in another modeling program, then import it into Zbrush as an OBJ. In programs like Maya and 3dsMax you can use your orthographic views on image planes to help you while you construct a base mesh to the likeness of your concept.
I figured it out if anyone cares lol. You need to delete the file 3dsmax.ini if your using windows vista like me it hidden in C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2010\enu Just delete the file and max makes a new one. and your preferences are gone.