a. Editable Poly at the bottom of the stack.
You should always have an Editable Polygon at the bottom of the modifier stack. This is because modifying a primitive (Box, Sphere, etc.) at the bottom of the stack can break all the other modifiers above it. Any other sort of “Editable” (Mesh, NURBS, etc.) is not allowed, due to most 3DS Max tools only working with Editable Poly.
b. Subdivision modifiers should not be collapsed.
These modifiers should not be collapsed. Subdivision modifiers include: HSDS, MeshSmooth, OpenSubdiv, Quadify Mesh, Subdivide, Tessellate, TurboSmooth. Generally we recommend using OpenSubdiv. We do not want collapsed subdivision modifiers because these can make the model very difficult to edit due to the high polycount.
c. Use the Symmetry modifier whenever possible.
The Symmetry modifier is very powerful and will mirror you mesh in a non-destructive way. However if you must use the Mirror Tool, use it only in Geometry mode. Transform mode will invert your mesh’s normals.
d. Unwrap UVW can be used above a subdivision modifier, but only to relax the UVs.
Placing an Unwrap modifier above a subdivision modifier will slow down the Unwrap modifier almost to the point of being unusable. In addition if you unwrap a mesh above a subd modifier and then change the subdivision level, you will lose all unwrap data.
e. Make fur with only with the VRayFur object.
Hair and Fur (WSM) modifier should be rarely used, and should never be collapsed into mesh. The only time we have seen Hair and Fur as an acceptable alternative was when rug fibers were shaped like large square strips of fabric. Otherwise VRayFur works every time.
f. For displacement use the VRayDisplacementMod modifier.
The VRayDisplacementMod modifier allows for much more detailed control over the displacement of a mesh, compared to what you will get from simply plugging displacement into a material node. For more information on how to use VRayDisplacementMod, see this tutorial.