Andy, I'm unclear about what you are doing. Have you set the specularity with an _s map or do you have the glossiness setting for the material set high within 3ds max. Or are you mixing them in some way?I imported this into RF just to take a look at a few things, and discovered something odd. This model is a painted composite, so I'm making it shinier than normal to resemble a clear coat finish. In doing this,RF doesn't render it well at all. My first impression was it looked almost brown at spawn, and the wings looked like water colors that had gotten wet and run together. I then opened the editor, and it got stranger. When looking from one side, the white on the wings is very bright, yet the rest of the wrong is black. Look from the other side, and it's just the opposite, colors are bright, and white is black.
I'm not happy with this at all. Has anyone run into this before? I'll try to get pics uploaded sometime to explain better.
Those are instructions for renders and will not allow an export from max little alone work in RF.In 3ds max, you have to go through some gyrations to get the _s map to give you some nice glossiness/reflectivity. And a little goes a long long way. Boof gave me these instructions:
Note that you will need to turn down the refraction amount to something pretty low (below 20) to match the sort of affect you will get in RF6.