Have you turned Qualified Normals ON in 3dsMax? It's turned off by default and can only be activated by editing a INI file. Noors is right, there is no need for support loops. This should work right away.
Yes, the Select Object tool. The button to the left of Select and Move. Default hotkey is Q. http://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-6CEB9419-A182-430C-9C6C-FEE5799324E0
Unfortunately the checker map is not a very good way to check your UVs. I added the reasons in that link I posted. Max's default checker map only solves the first bullet point.
I did this bake in max but I might try taking it over into xNormals I tried doing this in xnormals but I keep this getting this problem where it just produces the default purple, with no details
You might want to look at some of these 3d scans to see how clothing folds, not exactly a tutorial but pretty good reference. http://www.3dscanstore.com/index.php/default/full-body-scans.html
I don't know of anyone in the company who uses Keyshot, unfortunately. The best advice I'd have here would be to export as the default Specular PBR and try loading those textures into Keyshot.
You should change UDK's FOV to match it, go to console command and type 'FOV'. I believe the default value is 90 which for your scene is too wide, something like 60?
I'm checking with our Suite programmer to see if there's a solution to this that I'm unaware of. In the meantime, do you have a color management profile in Windows? Try removing it or resetting to default to see if that resolves this issue.
Your spec map is fine, just dont crank that shininess slider all the way to the top in unity, just keep it at default.. Oh, and we can see through your mesh mate :/
Uvdeluxe has a pretty nice straightening feature. Although not exactly like that. It's available on creative crash. Pretty good all around script that adds a lot of uv functionality that should be in maya by default