Hi TAO, I re did the seams of the watch, so to look like real one.
Playing with the materials, i noticed that the transform-normals of the geometry is affected in the render, when I use glossy 2, and other materials.
in the 2 renders you see the first with velvet which looks ok, both the seams looks same also the mirrored one. and so they do with lux archglass. Lux cloth, lux glossy coating(depending from the base material), lux matte translucent, Lux metal. Lux mirror, Lux Null, lux rough matte, lux velvet.
while with glossy2, carpaint, lux glass, glossy translucent, lux light, Lux mix (has a bug as-reported), Lux rough glass, the mirrored seams looks wrong.
it becomes very visible with llux light
This is just a note, which I'm going to report on github
switching maps or adding maps to the textures materilas slot works fine in all materials, beside those reported in github,
But in some materials the adding and swapping of the maps, is not istantly visible,
With this is meant, that when you add a map to a slot, the slot look empty, but the map is there, to make visible that in that map slot there is a map, you have to swith between materials.
Materials which support istantly visibility of adding and swapping of maps are: lux archglass, carpaint, lux cloth, lux glass, lux glossy coating, lux light, lux matte translucent, Lux mirror, Lux rough glass, lux rough matte, lux velvet.
Beside in my opinion, if I render somenthing with glossy2, which has a diffuse bitmap, the resulting render hardly shows the bitmap color, to be shown the Specular should be set to pure black. To notice that 3ds Max Gamma Lut is disabled, as suggest.
the above wrist later, has glossy2 with the below diffuse texture, specular is set in rgb 128 128 128, roughness are both set to 0.5
If I would decrease roughness the color would become less and less noticiable. But I guess that it needs a eter example, maybe a white marble texture.