Do you turn normal map into sc2 format? It uses Green and Alpha channels. If you don't, copy red to alpha, and check if green not inverted as I mentioned earlier.
To check yourself, create a low poly cube of 12 triangles, and a high poly smoothed cube, and generate normal map. Then put pure white to the specular map, and something dark as diffuse map. And check how this cube would look with your normal, will it loook smoothed and lighted correctly when you rotate it or camera around it.
Select the mesh you want to put the decal on, select in the modifier list, edit mesh, and select the polys you want to put the decal on.
select from the modifier list, Unwrap UVW and select the "Map Channel" 2, press the "reset UVWs" button, press yes on the warning, now click on Edit... button, now in the Edit UVWs window, select a decal from the drop down so can map it to that specific area you wanted.
in the first image I have, on the right hand side the HiPoly ( 4000 polys) and on the left side a plane, of 40 tris, both applied a diffuse texture of grey-ish and the left one has the normal map created from the right mesh using the Render to Texture ability in max.
So, I think it is ok no?
the second one, is the same except I extracted the red channel from the normal map and used it as a specular map, which come out surprisingly good, ... I think ?
I did the same on that wall, and the effect is quit nice :)
The right image say that you probably haven't inverted the green channel of the normal map. Also, I got no answer from you, have you copied red channel of the normal map to the alpha channel of the normal map?
Can you please use a Color type of specular map layer, there will be the white color by default. Simple color is just useful to test if your normal map is ok or not.
Or simply attach the normal map you created, i'd check it.
Yes, it worked thanks a bunch man I owe you one bigtime!!
Edit: Alright, applied the normal to the bike, and set the specular to white, but that just gives me a very shiny bike, so I used the red channel of the normal map, turned the Gamma correction down, and it worked very nicely !
Glad you made it work, and would like to see a screensot of bike's look.
And yea, red and blue channels of normal map can be used for specualr and emissive maps. Btw, nDo has an converter to generate specular map based on normal.
But you can create specular map based on diffuse one, just desaturate it, maybe change color balance to colder colors, increase contrast, add some noise. But for this u'd need to use a whole file to keep the colors.