Hmm..you didn't assign any turbosmooth modifier to your HP model. Also if you want to bake in SP2, you need to collapse the turbosmooth modifier before export it, if not SP2 will ignore your modifier stack from max.
Unfortunately the modifier has to be baked(collapsed) Having unwrap as a mode in Max rather than a modifier is something the community has been crying out for for some time. there's a Tweak UVs mode in the modifier, but you can't directly manipulate the geo.
In Blender it could be curve or bend modifier to bend the thing around barrel, then shrinkwrap modifier to lay /project bottom vertexes perfectly on the barrel surface and data transfer modifier in case you need to project / grab UV from the barrel to the thing .
As an addition to what Eric mentioned there "apply a Normal modifier and Unify." I had some strange shading problems myself. Adding a normal modifier and unify might fix it sometimes, but in a lot of cases it didn't. In which case, using the same modifier you could try to reset them instead. Cheerios
I'm curious what an auto-retopo would do with this kind of shape. Did a quick test with "RealityScan - Cloth" (https://skfb.ly/oMvPD) by orbis, using the Retopology modifier in 3ds Max 2025.
Your error happens because you're having dragCommand on Pine, which is the same slider you're modifying. You want to have dragCommand on oak do you not? :) Currently: pineSlider -> dragCommand -> Modify Pine You want: oakSlider -> dragCommand -> Modify Pine
Adding an "STL Check" modifier after the 'Editable Poly' will fix the problem. You can then collapse it as well, this will turn the Editable Poly into a Editable Mesh but you can convert it to Editable Poly again with a Edit Poly modifier. Modifier madness, hehe :P
If you're object has modifiers and you're working on the base level, the snap doesn't work right. A specific example would be working on an editable poly object with a turbosmooth modifier. Snap will only work correctly if you temporarily turn off the turbosmooth modifier.
two words : modifiers and quadchanfer ( ok its also a modifier but you get the point ) . Makes working on highpoly models super easy and non destructive as everyone on the team can edit the model without having to remove control loops or a bend modifier or FFD that is used ontop of the stack. Saves soooo much time .
ok just wrote this up for someone on cgtalk... thought it might be helpfull for someone, feel free to piont out any mistakes and ill correct them UNWRAPING WITH SIM CLOTH! PART1 1 Make a box bellow your model 2 WHILE THE BOX IS STILL HIGHLIGHTED! click "create rigid body collection" in the reactor dock (should be on the…