Unfortunately the modifier has to be baked(collapsed) Having unwrap as a mode in Max rather than a modifier is something the community has been crying out for for some time. there's a Tweak UVs mode in the modifier, but you can't directly manipulate the geo.
Hmm..you didn't assign any turbosmooth modifier to your HP model. Also if you want to bake in SP2, you need to collapse the turbosmooth modifier before export it, if not SP2 will ignore your modifier stack from max.
2. Modify>Snap Together Tool.. click your faces then hit enter. also, in your bush terrain example specifically, google up the 'Modify>Paint Scripts Tool', you can paint your bushes onto terrain. 4. Modify>Replace Objects. replaces all selected objects with the last selected object. 6. Modify>Convert>Instance to Object
Not within max alone, but there probably are a lot of scripts out there that can do this, one could be written for this particular case also. Check out: http://www.scriptspot.com/3ds-max/modifier-modifier-zorb This lets you edit the properties of a lot of objects including their modifiers, I haven't used it to remove…
If you use 3ds Max, you can also use the modifier stack like this: UVW Mapping Poly Select Editable Poly Working in the bottom modifier, you can model however you want. And uvs are automatic. Just turn on Show End Result. Poly Select modifier is there to prevent the sub-object selection from restricting the uv modifier.
1. Duplicate the meshes in place (select them all then press ctrl+V). 2. Combine them, and add a Skin Wrap modifier to the resulting mesh. 3. In the Skin Wrap modifier add the already skinned meshes, and change settings as needed. 4. Convert the Skin Wrap modifier to a regular Skin modifier. 5. Delete old non-combined…
In Blender it could be curve or bend modifier to bend the thing around barrel, then shrinkwrap modifier to lay /project bottom vertexes perfectly on the barrel surface and data transfer modifier in case you need to project / grab UV from the barrel to the thing .
When jumping from an unwrap modifier back to your model make sure to collapse the model or turn it back into an editable poly, the unwrap modifier will disappear but it will save your UV information, then you can reapply an unwrap modifier to access it again.