There's no way that I know of, I guess the rest of us simply got used to it. If you only intend to use something from the center menu, you can just snap with your mouse in a quick action- the gestures still work. rmb> snap left> release rmb to quickly get to vertex mode for example.
Great grass, don't worry about getting master grass model down in polycount, worry more about getting good LOD setup. Nearby the camera high polycount is ok, but it gets bad quickly as it moves away from the camera. Several sets of lods just for grass can give great results.
Wut? You was misleaded somewhere. You wouldn't need more smoothing groups, actually you would need less. Because the chamfers would reduce the gradients, so it would allow you to cut less. I make you an quick example about how the element tooth would look really quickly.
Are the buildings just models or BSP. If you have worked with modular building design, you may want to look at using proc building creation in UDK. Not only will it save you lots of time once its setup but you will get many building design quickly generated for you. http://udn.epicgames.com/Three/ProceduralBuildings.html
pretty much done with my block-out, i just felt that proportion of the character looks strange compare to the concept, so i adjusted quickly with Transpose Master. here is a a comparison shot: I am kind of happy with the shape of character, so from now i will make each indivsual pieces of armor.
From my short experience with Marvelous, you can lose hours just trying to achieve a certain "look" that you want when you probably could have sculpted it out in that time. So, I too understand that sentiment of getting in, getting what you can and getting into zbrush quickly to finish it off.
You might be jumping to too many subdiv too quickly. I'd try to stay at the lowest subdiv as long as you can and raise it only when you want to refine something or add detail. It can also depend on what kind of surface you want, hard surfaces can be a bit tricky in zbrush.
I was a bit hyped to see what could have been done with this but it reminds me too much of Blacklight. Got tired of black lights bullshit quickly. I was kinda hoping for something co-op mission based with pvp. I really only wanted to hack something or play with the stealth tech they had.
Nice work guys everyone is working pretty quickly :) here is an update on the environment concept stuff I joined in on after finishing the weapon. the camera angle and proportions are quite tricky on this! @bomber nice work on the axe, looking good. Could maybe add some scratches and stuff to make it a bit worn, but I…
In 3dsmax you can use projection modifier to project your uv maps to a different mesh. 3ds Max Help page Although expect to manually cleanup the projected uv's for a fair bit, I only found this usefull for quickly spitting out really low poly lod's when under harsh deadlines.