Hello,
I’m bit confused because i don’t know in which slots i need to import baked maps in order to start rendering - see final results.
I baked maps in xnormal and I have:
-color(or base texture polypainted in zbrush)
-normal map
-ambient occlusion map
-cavity map.
So when i open 3dsmax’s material editor i see these slots:
-ambient color
-diffuse color (ok, i know diffuse is where my base color,polypaint goes)
-specular color
-specular level
-glossiness
-self-illumination
-opacity
-filter color
-bump
-reflection
-refraction
-displacement