I don't see any obvious mistakes in your material so I am suggesting you remove all other control nodes. And create just the base node like in my old thread. That way you have a lot less variable and can tune each node one parameter at a time to figure out what might be wrong. EDIT: a few things I would try after creating…
I've just checked out what happens in max 2017 and maya 2018 using this graph setup (identical in maya) My material is in world space because i use the tangent to world node - mainly out of habit. i didn't change any settings etc. max 2017 first: (had to make a new teapot as it didnt like your FBX for some reason) and maya…
Like I said, post your BaseColor/Normal/RMA texture node settings. For example, Normal map should definitely not use Linear, you should use Normal map encoding. And to avoid any doubts on textures, post them as well. (I am using Maya so I can only make suggestion in terms of ShaderFX)
Ok, can't get more basic than this The result is messy still. @poopipe I don't think this is normal consistent behavior for the shader because I can see much better and different results in bittin's examples Someone had a similar issue to mine and the answer reply from an Autodesk employee was that the issue was in the…