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I would avoid trying to copy/reproject the UVs from the old model into the new model. Instead I would create a new optimal UV for the new model, then use Bake To Texture to convert the texture from the old model into the new model.…
You could check out the Motion Capture Controller. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Animation/files/GUID-89367E0E-8D43-48A5-ABC1-BD1119B25F77-htm.html
Took me a moment to realize you were talking about texture resolution. "TD" normaly refers to "technical director", but you seem to be using it for "texture dimensions" (or something like that) and are using commas in the middle of the numbers for some reason... Anyhow, if you're looking to keep file size down you could…
Just for fun, check out the kind of quality that can be achieved with a single 512x256 trim texture. https://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk/p1 This is rather extreme, as you wouldn't apply such heavy stress on the shaders and UVs in a real production situation, but it does…
I know it's a bit late here, but for efficient material use and high-resolution texturing, I would suggest re-making your meshs using trim sheets. A couple examples of the complexity achievable with fairly "simple" textures. https://polycount.com/discussion/comment/1881634/#Comment_1881634…
I wonder if this is just the top of the line model then selling at a much higher price than regular consoles. I seem to recall they were planning different tiers for their console, so perhaps the mortal tier which games might actually target as a baseline will turn out a good deal weaker. There must be a catch here - 899…
MASH is one way. https://youtu.be/wg5QOutXBgU https://youtu.be/wloCNbLRetQ Or Bifrost https://forums.autodesk.com/t5/bifrost-forum/instancing-sample-scenes/m-p/8951825 Or SouP http://www.soup-dev.com/videos/instanceManager.mp4