3ds max 2011 realtime shader export to Unity 3

I’m wondering how I can set up a shader in 3ds max, and when I save a .max file in the Assets folder, the model will have all the appropriate maps? Right now using the standard material I’m only able to export the diffuse. I would like the normal and specular maps as well. Any way to do that?

Thanks!

No, Unity doesn’t support that at the moment. It imports material names, diffuse textures and ambient/diffuse color.

That’s actually something we would like to add (smarter mapping between 3dsMax/Maya/Blender/… materials and Unity), but it’s not that easy, because there is no direct mapping from one to another - it’s very hard to guess which shader should be assigned and before shader is assigned there is no way to assign correct maps.

how about just normal .FX support like other engines?