Where you baked your normals? In Max? or in other apps? Did you used Handplane for the UDK normalmap? How your uvs/smoothing groups have set up? How it looks in the 3dsMax viewport?
Arch & Design material should do this, as long as Final Gather is on. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-70B5937B-23A0-42F1-966A-EC10A3A3F07-1961.htm,topicNumber=d28e380411
I have started modeling Sharc's Clinkz bow in 3Dsmax. Since this is a none-uniform model, I might face some challenges down the road. Still, going forward. Any early advice is appreciated.
Which modeling software do you use? Maya, Max? Try flipping your green channel. When Xnormal bakes a normal map the Y axis needs to be flipped (for example if you use 3dsmax).
It's possible, but annoying. You'd have to use ShaderFX in 3dsmax in order to create a FX shader for the viewport that imitates the behavior of your UDK shader. That way you can paint in Max then export that mesh out to UDK.
Typically what people refer to as "sub-d modelling" around these parts (whether technically correct or not) is just polygon modelling with modifiers like Turbosmooth (3dsmax) or polySmooth (maya) applied to "subdivide" and smooth out the result.
If you accidentally resized it at the object level you can use the align tool. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-E0566E8D-C50F-4202-8258-E02B694E0274.htm
For example, this is a good place to start. This is Max 2011 help, looks like you're using 2010 but they're similar. http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/files/WS73099cc142f487557579ab9211cd73fdb9e4def.htm
i tryed maya 2012 but tbh i prefer 3dsmax 2012 alot more just seems simpler for me anyway. hope it wont bite me in the rear that i prefer max in the future lol
If this is an animation, I would wire the two values together... global brightness and reflection strength. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-B084D14B-2925-4EA6-890F-4F2564BB9D9A.htm