What is the best and optimized way to export/import 3d objects into unity

hi…

I’m a little bit confused here… I know how to export objects from 3dsmax and import them in unity but what I dunno is that how many objects should I export-select and apply Unwrap UVW at once?
Say we have a huge scene containing many many objects (I dunno, lots of buildings, street posts and so on in 3dsmax). Now what is the best way of attaching objects and mapping materials to them ?
Should I attach objects accordin to their Collisions or mapping materials in unity ?
Should I export-select every single object without caring about materials, drawcalls and so forth ?
Is it really ok to model a huge scene in 3d applications at once? if not how am I gonna fine-tune the exact location of objects ? should I model any object in a new project and then import and fine-tune them in unity instead of modeling everything in 3d applications ?
OMG this is really confusing…

I found some of the answers here but it didn’t cover everything:

I googled a lot and I can’t seem 2 find any answer regardin the optimized way of doin so…
my project has stalled coz I dunno what to do…

any help would be appreciated…

i think it doesnt really matter how you do it, one of my levels i constructed the entire building in a 3d modelling program but this can be more annoying in the long run and can take more space. say for instance i have ten lights all the same made in 3d max (i use blender) when i then import this into unity it will create a mesh for each object.

then if you create another level with a lot of the same stuff you will have to do the same. you could make the level in max and then import each object seperatly only doing the same objects once…

i personaly and i think most will say the same is draw out a level plan first and then create all the objects seperatly in a model program, when you have a fairly large asset collection it will be a lot quicker to create levels. then when i import into unity i have that one mesh instead of 50 different meshes. plus you have more easier control over each individual object.

for textures the best method that i can suggest is making atlases and combining objects to reduce draw calls, so say i have about 30 small items like trash cans and what not all close together if they all share the same atlas/texture then the draw call will be one.

if you want to edit objects inside unity you will have to download gamedraw, sort of modelling program for unity.