The chamfer modifier can already work by smoothing group..so a smooth and a chamfer modifier would produce the same result, no? That said, I've always wanted a more advanced selection modifier to boost the procedural modeling in Max..and it seems this would be it, so cool.
make a more simple shape for your ropes with the edge loops like this. then when you smooth, after skinning with a smooth modifier or by pressing 3 it will look better. its important to use Dual quaternion as the skinning method to avoid the tube collapsing at the joint.
Heres a fun excersize: Find obvious smoothing errors in epic's own promotional material for gears of war. Notice the broken smoothing on the gun, pretty obvious. Does this ruin the game/image? No, is it something that could be avoided with synced up engine/baker? Yes.
Sorry "blobby" wasn't really the best word to use. In the circled area there is a strange shadow, the green metal gets dark as it nears the corner. Either breaking it up into more smoothing groups, or if you are using the smooth modifier, reducing the threshold can help.
Hmmm...if you want to make her look a bit more feminine, you should give a fair smoothing out to the area between her eyebrows! in fact, smooth the whole topology around the eyebrows, they're too prominent for a delicate peasant girl!
Unless it's been changed recently, marmoset uses its own tangents and isn't synced with anything so you'll have to take your pick between smoothing/UV splits or support edges. Personally for this model I'd go with smoothing/UV splits
Pixelation is because there's not enough poly's to make it look smooth, combined with no smoothing groups. To make it one solid stroke, you need to up the mouse average. You can change it from the Stroke menu, I usually do like 3 or 4.
Exactly the same reason I do double edge loops when proxy-modelling in Maya using smooth -preview. But I don't do it on a compulsory basis. After all there are times when you want long smoothed edges instead of a very small smoth.
Hi ! The best thread I've found here is this one and it works perfectly for me : http://www.polycount.com/forum/showthread.php?t=107089 Really simple, the hi poly with the rounded edges, the low poly without smooth group, and a cage with one smooth group for all the mesh.
Glad to have helped. Read about the edge smoothing (maya) / smoothing group modifiers (max) to understand why that shading issue occurs. It's a prretty common thing -- easy to fix once you know it but understanding how the normals work is pretty important for a lot of reasons.