You can use the "optimise" modifier on a mesh to reduce the poly count as desired. The more you optimise it, the more triangulated it will look... But if you do your work right with smoothing groups, it might not be very noticeable.
The lower-poly mesh will take less time and memory to render in UT3, increasing your frames per second count.
When importing a model from Revit into Max/Viz, each building element will be linked within a "style" hierarchy. In order for UT3 to understand the model, you need to remove the hierarchy before exporting to ASE. Do this by opening the hierarchy viewer, using CTRL-A to select all, and then clicking on the "break link" button. Before you do this, there will be about 2 or three levels of hierarchy. Afterwards, there should only be one.
FYI, if you post something in a comment and want to change it, just delete it using the little trash can icon below the comment, and repost the comment with your changes.
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You can use the "optimise" modifier on a mesh to reduce the poly count as desired. The more you optimise it, the more triangulated it will look... But if you do your work right with smoothing groups, it might not be very noticeable.
The lower-poly mesh will take less time and memory to render in UT3, increasing your frames per second count.
When importing an STL from Solidworks, use "threshold" rather than "quickweld". It should ensure minimal problems with backfacing.
A really good tutorial for material mapping in MAX:
http://fordy.planetunreal.gamespy.com/gradientssmeshtutorials/4.html
When importing a model from Revit into Max/Viz, each building element will be linked within a "style" hierarchy. In order for UT3 to understand the model, you need to remove the hierarchy before exporting to ASE. Do this by opening the hierarchy viewer, using CTRL-A to select all, and then clicking on the "break link" button. Before you do this, there will be about 2 or three levels of hierarchy. Afterwards, there should only be one.
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