Sorry but this isn't really possible. You can cut it in, enable the preserve uvs option (3dsmax), and chamfering it, then smoothing, but your current normalmap won't work with this. So unfortunately you must rebake at least your normalmap.
Latest version of Farfarer's Vertex Normal Toolkit has an option for casting a background object's normals to the meshes. It has a similar uses with Normal Thief script in 3dsmax. Useful for overall vertex manipulation for certain parts of the meshes.
First off, thanks for this nice info. Secondly, Does this script actually achieve same as the 3DSMAX feature? I can't figure it out. Perhaps with the Type-in-functionality, but that seems way to time consuming to repeat multiple times. :(
Your 3dsmax can differ from mine but for pivot i think its the "use pivot point center" option you need to change. Play with it untill you get what you want. Here's an image
Is that 3dsmax? Try checking if it looks alright in the UDK. It might be just the viewport being weird... You can also try going to Viewport Configurations and set your lighting and shadows to 1 light instead of 2 lights.
Hmm, this has always been the case no? It's the same behavior as default smooth mesh settings, as well as the Turbosmooth and Meshsmooth modifiers in 3dsmax, and subdivision in Zbrush, a quad only becomes a circle if you have an extra loop around it.
Yes i am using zbrush, hmm i have never thought of doing that, only using 3dsmax. Is it easy setting up. Is this a good reference to use, because i am going to be doing the complete body.
Thanks for the tip, unfortunately it didn't help. But the problem got fixed by exporting the model as a fbx and importing it to 3dsmax again. Final version can be viewed here. Edit: Still no diffuse, but I hope you like it anyway:
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-BE31484C-D518-46AB-AD6E-2AE770ED86AC.htm,topicNumber=d30e542898 Maybe rpf is only suited for scanline. Don't have experience with it.
Sorry not for edit poly. You'll need a script. There's a bunch of INI files in: C:\Users\USERNAME\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ You can open them up and change some defaults around.