I'm not EQ but I haven't found a way in max, at least nothing as easy as in Maya, which is something like ctrl-shift click a shell. I've attempted to script something and been thoroughly lost in how they handle smoothing groups and its nearly impossible to find UV boarders, its as if they don't actually exists in…
For maya, there was one posted on polycount a while back, I think Mop wrote it. I feel like there was also a thread for a similar script in max, but i dont have a link to either. Sorry!
The myth that bevel edges = same performance is WRONG. For two very important reasons: A. Vert count is important, but triangle count is also important, vert count may be more important but traingales are certainly not free. Adding bevels instead of smoothing groups will result in worse performance, this is a fact. It may…