This is my preferred method. It's not 3dsMax but the process should be pretty repeatable. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
I copied the UVW's with 3dsmax from the unposed to the posted version, but I would rather have to prevent the UVW's from being removed during the rigging with ZSpheres + Adaptive skin.
Guys, what about terrain in udk?Are u better of with static mesh or udk's terrain is okay. Do game studios use udk's terrain or they import it from 3dsmax or Maya?
The following tool is also helpful. (Based off of the 3dsmax Align tool) http://www.creativecrash.com/maya/script/align-tool [ame] http://www.youtube.com/watch?v=ELwvwM28I8g[/ame]
Here is a Roman mosaic that was constructed in Substance Designer. The face and the swirly, organic bits were done in 3DSMax using step build and some spline distribution, but everything else is SD.
How does it look in Max with the UV Checker override viewport mode? http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-5CAE8EC2-6D2A-402D-8942-47A2F691C422
If so, the problem is that where would the uv info go in the stack? Maya/Modo doesn't have stack so they can make it as mode. But, for 3dsMAX, it doesn't make sense to be mode.
Nice job, it has a good flow and weight to it. Please add smoothing groups to it http://www.poopinmymouth.com/process/tips/smoothing_groups.jpg (3dsmax, but it shows the gist). Looking forward to the texture map.
http://en.wikipedia.org/wiki/Revision_control You could think of it being like autobak for 3dsmax but it also links comments to your files. Or a way of saving "undo" versions across a project.
Helping out that all models in 3dsmax format with textures and rig are here: http://3d-studio-max-free.blogspot.com/search/label/TEAM%20FORTRESS%202%20-%203D%20MODELS