A few different ways to do this. Remove the TurboSmooth, collapse to Editable Poly, use the subdivision rollout inside of Editable Poly. Or, make an instance copy, but work on the original. Or, toggle Show End Result. Or, etc.
If I remember correctly, the greyed out keyframes become editable in Unity once you duplicate the animation clip in the Asset browser and edit that one instead. The animation is read-only inside the FBX, but not outside it.
Or a trick I used before with some other issues is to just create a new box, convert it to a editable poly, use the attach inside the edit poly to add the tire, and then delete the box polygons afterwards.
Mind = blown. But I wonder what insanity you could sketch up in photoshop or zbrush!? Edit: didn't see the second page, amazing paintings too! EDIT TWO= and the coolest furries everrrrrrr!
I'm ashamed how many meshes in our game show up in the unity browser as Box01... EDIT: polycount just logged me out mid edit and I ended up double replying :/
It's in vray, I'm having trouble with learning marm2 so I'm testing some things out. EDIT: I'm just going to edit in the picture here since I only made minimal changes.
You can always use the Planar buttons in Edit Poly / Edit Geometry. Just press X, Y and Z, and all selected vertexs is at the same place. Optimally you could always script it.
do Reset XForm. Then convert to editable Mesh and convert back to editable Poly again. This should work! Also check backface culling for if you normals are flipped inside out like m4dcow said.
Don't forget you can edit/remove the channels on an object by going to Edit > Channel Info. There are several channels that are used by 3dsmax but the UV's start at 1, 2, 3 ect and are maked by UV in the name.
Yep there is a way. When working on edit poly - under polygon mode - under: edit geometry roll-out there is a option : Hide selected, unhide all and hide Unselected ...should be what you are looking for.