Don't use Worldspace, use "Local XYZ" (that's what object-space is called in the Projection Options dialog). If you use Local, you should set each model to use a single smoothing group, which will reduce baking errors along the edges of things.
Some info here. http://wiki.polycount.net/Normal_Map#TangentSpaceVsObjectSpace In Max's Render To Texture, go to the Projection Options dialog, and change it from Tangent to Local (IIRC).
Standard material, next to the Bump channel change 30 to 100, then put a Normal Bump map in that channel, put the normal map in the Normal slot, and change Method to Local XYZ.
I did have it at 100 to begin with and the normal bump was set on local, but at 100 it made everything dark as soon as I took it back to 30, it rendered out correctly. I just the reply email form the client who said they wanted all of them done with World. They also asked is it possible for to creat just a circle spline,…