I think what matters here is the bake setup for normals. I've done bakes from 3dsMax to xNormals, 3dsMax only, Photoshop with xNormals filters, and Photoshop with CrazyBump. In any situation, the main thing to be sure off was having X, Y, and Z positive. 3dsMax and UDK both like to have Y-, however, Unity expects Y+,…