Ruz, i thought it was much better and easier to texture map the high poly model before you generate the normal map for the low poly. Pior, i hate 3dsmax's shaders. Rick_Stirling, are you saying that 3d artists do not need to understand those particular shaders or all shaders in general?
Hehe I knew you would post this here at some point :P As we discussed it already my personal opinion, based on doom3/Q4 experience and specifix 3dsmax shaders, would be: Normal+diffuse+spec is great to describe a wide array of materials from wood to metal and plastics. Yet it has shorcomings that gloss *seems* to be able…