Whenever I start modelling, I like to have both 3Ds Max and Unreal Engine open on my two screens because I tend to go back and forth a lot. Sometimes, for example, I will find some unnecessary topology because when I put the assets in Unreal, I would notice that a chamfered edge here or there doesn't really add much. That's something that I've started fixing in order to make my environments a lot more optimised.
On the other hand, I use my block out all time as a reference because it helps me so much when it comes to building the layout in my scene. This is another reason I would always encourage people to spend a little bit more time on their block outs, if they asked me - it helps not only with getting the correct size, but also deciding early on exactly what will you be doing so that you can divide your time appropriately.
Also.. collisions.
For me personally, often times collisions will go horribly wrong in Unreal Engine and that's something that I will always have to fix in 3Ds Max. Especially when it comes to things like staircases and having multiple floors in one environment.
Building Scene in Unreal Engine - Early Stages
In addition to that, I've learnt to start naming things properly from the very beginning, rather than renaming everything and sorting things out towards the end of every project. That's how I used to name things before..
DO NOT name things like this, YOU WILL suffer.
This is how I name things now..
Naming things properly from the get go is something that has saved me tons of time, and I've also avoided issues such as saving wrong files, exporting and reimporting wrong files, etc. I've really been enjoying my Final Major Project so far because I feel like this year I've learned so much, from the most basic things to more complicated things, that have just made my whole experience with developing 3D environments so much more enjoyable.
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