Here's some initial environment development things I've been working on. Bear is working into the character. We're making a small vertical slice and then applying it to the rest of the project.
I can't really read scriptsese, but what this script does is clean any unnecessary/extra vertices in the zbrush dyameshed mesh you import into max right?
try cutting your mesh in half and see if it comes in fine. Degenerated Texture coordinates is usually either vertices to close to each other or messed up uvs.
Turn on the "Preserve UVs" checkbox in the Editable Poly rollout before moving any vertices. It will keep your texture free from distortion as you tweak the geometry.
Yes that cable is in correctly So do the power/reset switch go horizontal or vertical? Should they go in as they are displayed? I'm trying different ways as we speak
Do you mean you see the seams after exporting? This would be due to it disconnecting the vertices along the border, and can be prevented by disabling Tool: Export: Grp
Half cylinder of the rim is arrange horizontal and half is vertical it's gonna give seam on normal map no matter what though. It's better to arrange it on the same direction/ orientation.
My guess is that you translated the flattened hull at object level instead of translating at component level. In a blendshape (morph), the vertices need to move somewhere for the magic to happen.