In 3ds max you cannot harden an edge like in maya, you need to make a face selection and change the smoothing group on those. To remove all smoothing group for an object you can select all the polygons on the object, go to the smoothing group panel and press clean all
thanks , you really help me but when i make a environement , when i export it to udk , have to export object by object and replace them again in udk ... :( there are a method to export environement to udk with our replacing it again ? wath i have in max , i have in udk ?
sef: Using max. Thanks for posting that Electro. My workflow is pretty loose when it comes to naming objects...I just don't bother much with doing that. That being said, naming stuff would probably take almost as much time as just pulling the objects apart by hand.
adding to what Ark said. I would add more detail to some objects. Right now all the objects on your scene too simple and uninteresting. Add more details (modeling and texturing) to the tables and specially to the center operating table which is your focus right now.
Make sure your low-poly object is all in one smoothing group. An easy way to do this is to add a Smooth modifier and just click the "1" button in the list of SG buttons. Or you could select all the faces in the object and click "1" down in the Smoothing Groups rollout.
Could be a few things. You're boolean option is set to Intersection, instead of Subtract. You may need to reset x-forms on both objects before creating the boolean object. In either case you're probably better off just using a symmetry modifier to create the second half.
So heres what I noticed, it was crashing cause of 2 objects that I previously extracted in ZB and Uv'd in Max. The Uv's were totally fine but they were the cause of the masking error, I ended up redo-ing the object bases in Max, and now it works perfectly Weird....
It's a button at the bottom of the screen right next to the words "Add Time Tag". If it's on it will "degrade" objects trying to keep the viewport FPS at a decent level. Materials will simplify, complex objects might turn to bounding box mode while you are moving around in the viewport. I think its on by default.
Like people have said. Topology matters mostly for animated objects but you should always have clean topology no matter what. For static objects you need clean topology mostly for shading purposes. Also post some screenshots if you need more accurate advice.
Do you have any funky materials applied to either object? The cage also looks really close to the projection object. Maybe try push it out a bit. I'm not crazy about the cage options in max. Try this: Uncheck use cage and set resolve hit to closest.