Sometimes we have projects in which we use models provided by the client. These are usually engineering models done in CAD programs. They are often made using boolian operations and are not suited for unwrapping. They however are suited for rendering if the model doesn't require precise UV mapping. These are usually models like sanitaryware, hard surface furniture, appliances, props. They are usually ok to use after they are imported and the correct shading is applied .
Importing STP files - in order to be able to modify the STP files they need to be imported correctly by File->Import with the option Convert to Mesh Off. The file then is imported as a Body Object.
Body Object - the tab that we usually need to modify the body object is the Viewport Display Settings. The Face Approx Angle parameter controls how much we can smooth the imported object - lower values mean smoother mesh and higher mean less smooth. Values between 5-10 for Face Approx Angle works most of the time and ensures the mesh is smooth enough even for closeup shots. There are also Mesh Quality Presets that we can use. The model needs to be converted to Mesh after the appropriate settings are applied.
EXAMPLES
Coarse - Face Approx. Angle -30
Medium - Face Approx. Angle - 15
Fine - Face Approx. Angle - 10
You can read more about Body Objects HERE
Mesh files from CAD programs - again engineering files form various CAD programs. We usually receive them as .obj, .fbx, .dwg, .dxf or other formats. They usually need some fixing as they have flipped normals of some elements, smoothing groups that needs removing, xform that needs resetting. The best way to fix them is to follow the steps below.
All the elements/faces need to be detached from the original objects. This way we are cleaning the geometry of some problems and bugs that comes from the CAD programs. For example we sometimes cannot remove smoothing groups or flip faces if we do not reset the geometry by detaching it. We can then delete the empty object that remains. In rare cases we can leave the objects as they are imported (without detaching) if the smoothing is correct, there are no flipped faces or other problems. The smoothing groups may take longer and sometimes can be diffcult to redo if we detach.
Correcting the normals of the elements/faces, adding smooth modifier where needed and resetting the Xform.
Welding overlapping vertices - this is a heavy process and it can cause 3ds MAX to crash if we try to weld too many vertices at once (a fewer groups at a time is better). Avoid this step if the geometry smooths correctly after adding the smooth modifier.
Delete all the geometry that will not be visible (inner parts).
Avoid adding UVW mapping (if possible) and even remove it with UVW Mapping Clear modifier when the model (1.6 GB .obj file for example) is too heavy (UVW mapping adds a lot of memory size). It's better to use shaders that don't require mapping (metals, plastic, porcelain). A good and tested practice is to use planes with opacity map if we want to add logos and other graphics to it instead of adding UVW mapping. These planes need to have Cast Shadows off from the Object properties in Rendering Control. These heavy meshes are usually appliances that have a lot of inner parts and have materials like metals and plastics that can go without any UVW mapping.
Remodel parts only if they require unwrapping, smoothing (if smooth modifier doesn't do the job), need better topology for animation rigging/simulation or doesn't look good enough in general.