UE4, you say? UE uses collada, something blender supports very well. And thanks for the video, was having a hard time finding into on what the specifications, for lack of a better term, were for such a model.
One question though, in blender you have zero control over how quads are split into tris (it's not even handled by blender), so the best way for me to make sure that they're all facing the same way would be to split them into tris, would this cause any problems in game?
Huh, the example file is a .max, rather than an interchange format. What am I really missing not being able to access it? Seems that the major thing is the materials.
Blender also doesn't have "smoothing groups", selective smoothing is done via a modifier that duplicates vertices to make a seam, is this compatible with how automation does things?
Watching more of these videos, does max really not have a loop select?