Here is the how and why on matching the 3ds Max Home Grid to match the UDK grid, and snapping the pivot point to the proper location in 3dsMax so you can build modular assets in UDK.
Here I explain the how (kind of) and why we would sometimes need a custom mesh to use for collisions in Unity. I start by showing the initial setup with our original mesh and a simplified mesh in 3ds max, although the theory applies to any 3d modeling application, and then show how to use the simplified geometry as a collision mesh in Unity.
Setting Up Global Illumination using Radiosity in 3ds Max5 by Brian C. Morris I developed this tutorial for the 3D Design class which I teach at The American College of Thessaloniki (ACT). In this tutorial you will learn how to setup Global Illumination using a 3ds Max5 photometric light and Radiosity. .
This tutorial is a rework of the 3ds Max5 tutorial "Adding Textures to the Spaceship with UVW Unwrap". I have replaced the model, updated the bitmap and extended the tutorial. The tutorial now uses the Wingman02 model from the Flying the Spacefighter tutorial which fits the bitmap a little better but needed a bit of modeling maintenance. I remodeled some faces, and deleted extra faces and isolated vertices. The bitmap image is reworked a little and is now a higher resolution. I developed this tutorial for my ACT 3D Design class as well so ignore the Blackboard and student references.
This tutorial is a rework of the 3ds Max5 tutorial "Modeling the Head of a NURBS Character". I have fixed the max start files and added new content. There seems to be a lack of Nurbs tutorial for 3ds Max so here is one for you. The first 2 sections are almost straight from the 3ds Max tutorial but then things get interesting. Another tutorial developed for my ACT 3D Design class so ignore the Blackboard references.
It's 12+ since 3d Animators need to understand at least 1 more principle.