if you have access to the sdk the way edges and faces are constructed is in the file c:\..\maxsdk\samples\modifiers\uvwunwrap\TVData.cpp though it ain't pretty :?
The most flexible/best practice method is to use the sweep modifier and instance it onto each circle. (Right click copy the modifier and paste-instanced onto the other objects modifier stacks) Possibly a bit on the advanced max usage side but a really good habit to get into
looks like garbage smoothing groups, try adding a sooth modifier on top with auto smooth checked in the modifier. That should assign smoothing groups automatically based on angles. Once you are done with the modeling you can tweak them yourself in the editPoly modifier if needed.
I would recomend you looking into the addon "modifier list" https://blenderartists.org/t/modifier-list-1-3-1-improved-lattice-other-stuff/1147752 It allows you to add the modifier with a gizmo on the vertex you have selected much more easily
(Zbrush) Zremesher vs (3ds Max) Retopology modifier... How do they compare... In the latest versions of the programs, which one is better...? Or are they equal...? One better for organic and one for hard surface models (for example)...? Any comparison/idea/experience...?
If you're using Max and the Edit Normals modifier, then all you have to do is select all the normals (Ctrl+A) and press the Reset button in the modifier.
You can export the cage from the projection modifier and use all of the standard edit poly tools, then import the cage back into the projection modifier.