This is an awesome idea. Not only "let's just use the 3dsmax DirectX shader pipeline", but the whole Unity3D surface shader approach. Thanks for the template.
Hey, I just wrote this in another thread: Might be useful to take a look at that script, it simplifies a lot of things with 3dsmax and skinning/weights.
Redstorm uses zbrush exclusively for weapons ? I thought 3dsmax was the standard because of its flexibility to make changes but in that video it said inflexible