3ds has some limits that OBJ hasn't.
Quads are triangulated in 3ds. Not in OBJ. bad thing if there's further editing.
65k tris limit, if I remember well..bad thing for the hi res version models for normal maps.
shared uvs...I maybe wrong, but think I suffered it, and read some where confirming me that 3ds when finds a 3d vertex that has 2 uvs, will split that 3d vertex in two new ones...very bad thing...
material names. Long names I think were not supported for a DOS limit.
some softwares specially tend to loose smoothing with it, though I have used very little the 3ds format.
Quads are triangulated in 3ds. Not in OBJ. bad thing if there's further editing.
65k tris limit, if I remember well..bad thing for the hi res version models for normal maps.
shared uvs...I maybe wrong, but think I suffered it, and read some where confirming me that 3ds when finds a 3d vertex that has 2 uvs, will split that 3d vertex in two new ones...very bad thing...
material names. Long names I think were not supported for a DOS limit.
some softwares specially tend to loose smoothing with it, though I have used very little the 3ds format.