got some time to work on viewport shaders for max again, and also worked on script to generate the needed per-vertex data. Yeah I know last time I teased a tutorial and didn't deliver, but this time will provide the shader and tools and integrated into 3dsmax.
Ha nice one. A baton? hell no give him a m60! About the workflow, depends what you prefer things like the helmet and knee/elbowpads could be done in 3dsmax for the most part. For the clothes guess its faster to go with zbrush. Good luck with this.
My personal opinion : They are just tools. They both accomplish the same thing. Well, maybe for animation. Alot of Animators say that Max and Maya are just tools but I think it's a little bit differently for 3D Art - In that case I'd be pointing more towards 3DSmax.
autodesk officially allows legit upgrade from student version to commercial version at reduced cost ( I think 1000€ or 1000$ dont remember exactly)... It obviously works only once. (saw if for Maya and 3dsmax) so its not into the multithousand value anymore for starters.
I used Lightwave for about 3 years before having to switch over to 3dsmax. I loved Lightwave, and Modo looks strikingly similar in many ways. It's too bad Modo doesn't seem to have a demo though, else I'd give it a shot.
I seem to recall that it's a 1-to-1 correlation. Might be wrong though. Tell you what though, why don't you make a block in UED of a definite size, and then make a block of the unit dimensions in 3dsmax, export that into UED and see how it matches up.
You should also check out the recently added Retopology Tools, it's really nice. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/3DSMax-Retopology/files/GUID-57B77A00-5300-47CB-99E1-22B9C536B060-html.html
It looks like a 3dsMax-specific functionnality to me. So I think best way to mimic this is probably a combination with what have been said above (pref & numpad keys) and also maybe this widget Or maybe of course writting an addon but it's not the easiest way =)
Did you read the manual yet? After Peeling, the peel seams are converted into map seams. http://help.autodesk.com/view/3DSMAX/2020/ENU/?guid=GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D A screenshot of your problem might help too.
the best way to do this is by baking the texture from one model to another. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Rendering/files/GUID-37414F9F-5E33-4B1C-A77F-547D0B6F511A-htm.html