When you say that your textures are changed, do you mean uv's? Replaced/exchanged filenames ? Does it happen with collapsed objects? Very big objects? Objects that have a topology-changing modifier in the stack? Also, what version of Max are you using?
Check the Hypergraph or Outliner to see if your objects are still there. Sometimes re-assigning a shader to an object that appears to have gone fixes the problem. Also try a quick planar projection to make sure the objects have UVs. Weird, I know, but it sometimes works.
If you need particles to take the shape of an object, you can use the Position By Object operator. Make a box, assign that box as the position object, and then change it from surface to volume. I think that might get you closer to what you want, maybe.
Finally had some time to work on this again! Mostly finished up my major forms for the scene and practice some soft material stuff. Specifically the carpet, beanbag chair, and bed! Never got to use marvelous designer before or POM shader nodes so a lot was learned with this project. still need to tweak some of the colors…
My wife got Mario 3D world for christmas and it's the most fun I've had in a long time. Over the last 5-6 years I've struggled to find games that pull me in like that and have me wanting to complete and collect things. It's been great going back and playing wind waker again too. That's a big turn off for me too. Hopefully…
the closest menu to "Bevel Object" in 2.8 is simply titled "Object" under the *bevel sub menu* in the *object menu*. Also when I try to use this option a completely blank box (menu) pops up with no description for its function or any way to interact with it. #thatisannoying
You add an Armature modifier to your mesh object and there set the link to your armature object. The mesh object then needs vertex groups with the same name as deformation bones (check the checkbox!) of the armature Rigify does create DEF_... bones. These are the ones you want to use
Have these objects been imported into the scene? My usual fall back plan in cases like this is to reset x-form and/or create a box (align to your object) > convert box to edit mesh > attach to "problem" mesh > delete box element in sub-object mode.
Hide the room when you bake. I'm pretty sure that the room is blocking out light. You don't really want other objects to be part of an AO bake...AO is supposed to be shadow that the object casts on itself, and having other objects nearby can influence that.
So the way clipping works in Viewer is that the clipping bounds are generated based on all the objects in the scene. So, if you have some objects that are very large or far away (it looks like you have some background object here?) that could cause you issues.