Can you try uv normal mapping within 3dsmax , export the w3d without the shaders and then apply the uv texture within director ?
This helps sometimes ...
even though you didnt ask, you should be aware that all the shaders wont export from max. in uv edit window there is a pack command, that may help . and if you want to get the most out of your texturing you should look into a 3d painting program. this will really free you up. you wouldnt have to use seperate channels with a painting program unless you just wanted to. bodypaint ties directly into max, thats a good one. but there are enough of them out there. where regardless of which you choose, you will be able to work a great deal faster and easier as far as texturing goes.
this was texture painted, just for fun
Just follow these rules:
- Generate texture coordinates on all objects using bitmap textures.
- If you do this with the UVW Mapping modifier, make sure that these coordinates are applied to Map Channel 1.
- Do not use multiple texture coordinates, or any mapping channels above 1 for meshes.
- Use a single UVW modifier on a model that puts its results in mapping channel 1.
- Do not use 3D procedural maps.
- Do not use environment maps and environment mapping coordinates.