I am having shading errors-sometimes. I am using Max 2013. The problem is shown in Xoliul Shader 2, but it is pretty identical in 3Point Shader Lite (I couldn't get the Quality Normals modifier to show up). Here is an example: The only difference I did was select the mesh. I have also had the error come up when I shifted…
If it looks fine in UDK, that's all that matters. Max is only a tool to help you get there. You might also try the settings in the Configure Direct3D dialog, specifically turning on "Redraw Scene On Window Expose". http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-4FB6180F-7C21-4B0E-903B-D25974C92FB7.htm
Is your viewport set to DirectX? If not it should be. Modifier is required to make the 3p shader work flawlessly. Check to see if you have the right one for your version of Max, and it's in your \plugins folder, and you've restarted Max.
Hey man. Max 2013 has completely broken tangents. Autodesk broke the code for normals/tangents and is not fixing it after several bug reports (try regular DX display: it's completely kaput). My only way around it was to do a hack where I calculate the tangents in the shader. this is not as accurate as when things just work…
Thank you for the reply Eric, The viewport is set to DirectX. As for 3p shader, I do not have the right version of the plugin as it seems to just go to 2012 and I am using 2013. Is it worth trying to find work arounds for it to work for max 2013? The mesh looks fine in UDK but I will double check all my drivers, see if…