I don't think Splash Damage is looking for a second UV Channel, so any lighting info you want baked in would have to into the diffuse. Unless they've changed their art test from the last time I looked at it?
are you using the normal bump method? we had a lot of problems with crashes and the 10 minute undo shit when we were using it. switch to using a directX material, the standardFX.fx does most everything you need (AO, diffuse, spec, normal, reflection) and that should solve your problem.
Yeah, use the DirectX shader. Then for your .fx file pick standard. I feel it doesn't give AS nice results as using the DX Display does (the shader seems to have less control than you get with a Max Standard) but for seeing a Diffuse, Normal, and Spec on your model in fast real time (without lag) then this is definitely…
Hey guys, from reading this thread...I realize you mostly use standardFX so I wanted to pose this problem that I'm having. I use 3ds Max 9, and for whatever reason my AO lightmap won't show up in the 2nd channel (it has different mapping than channel 1) I'm working on an art test for splash damage, and they'd like to see…