there is also some quake2 modified engines that allow quake3 art and even more tech gadgets (skeletal animation...) or EnemyTerritory, which is also a bit beefed up quake3 engine.
Hmm great work! I'd love to recreate some of this work and modify it alot... i have supreme trouble creating humans.... i always get something out of proportion.
Yes I have experienced it with Inset,Extrude and Bevel commands and every now and then I'll get it with the Chamfer modifier. It has never actually caused a duplicate face or any issues other than it being annoying
2nd char in progress...clothing works..after that retopo for clothes. Characters body is using the modified mesh of the 1st char..just need to tweak those UV-s to loosen the stretches. Any crits welcome!
Good Point ;p, when making it I thought it could also be one of those crates that's been modified to house a small apartment or something, so they snapped one side off and put a sliding door in.
Try disabling the Cage. I usually don't use the cage to be honest. Also, try tweaking your normals with 'edit normals' modifier. hope that helps. EDIT: try your LP without chamfered edges!
To edit all of the models' UVs at the same time, you'd just select the ones you want to edit and put a UVW Unwrap modifier on them. You can edit their UVs as one big sheet that way.
You can use the Substatue modifier as well if your obects are already placed. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-3BC1CAA5-508F-4820-B8CC-776ED2E88439.htm
The handle definitely needs smoothing out, how did you create it? I would suggest starting with a box and then using an FFD modifier on top of that to pull/push it into shape, you'll get a much smoother result. :)
Also use the 2nd path deform modifier not the first one. Maybe the spline has a unwelded vert or is in 2 parts unconnected? I do a similar technique when making steel tow cables for vehicles.