There is an example script in the max docs that hooks to the object creation callback. Its a little work but you could write a callback function to do what ever you want from that.
im a begginer too, and in most of the tutorials that i see people say to avoid ngons, can you tell me or show one example of where ngons would be fine?
Downloading in different formats is necessary if you'd prefer to avoid converting roughness to gloss/specular, as an example. There's nothing wrong with downloading the same asset twice with offline/real-time settings. :)
Having uvs backwards shouldn't be an issue in TB, especially TB2 where we added a bunch of UV improvements. If it is, get me an example mesh and I will bug log it. =D
I intentionally wiped out the lightmaps to make the example shot look even shittier. :p And I just realized I should have posted this in the UDK subsection. Oops!
Projects - Project title -- Sub-project title --- Object name (meshes in here) ---- Ref ---- Textures So texture path example would be: Projects/GameMod01/Level01/Tree01/Textures
I'd say it depends on a lot of things...Texture budget, detail continuity (you don't want to break apart two polys that have for example a line that crosses through them)...
another example in realtime. [ame=" https://www.youtube.com/watch?v=EF7uAXenlAA"]Crysis 3 - Powered by CryEngine 3 Tech Demo (3D 720p, HD 1080p) - YouTube[/ame]
Yeah, the nudge thing is a classic :) . Unfortunately it doesn't always work... and when it does, it usually only works to a certain extent. "shooting an edge on the face in question will solve this" Got an example?