I'm not sure, but when I was working in Max learning to do tangent base normal maps what I eventually noticed was that when max bakes normal maps it took into account the lighting of the lowpoly. As you know the reason to have nice even quads is to get good lighting because of vertex lighting. To me this is utter crap.…
People keep saying that this is all a matter of triangulation in max, i think that is a load of shit. You can have an entirely triangulated mesh in max and still get bogus errors you wouldn't get a in maya. On the other hand, you can have a mesh comprised half of 5 sided faces in maya and still get a very accurate result.…