I assume you're going for games since there is a lot of cycles and runs and such. I might consider a parkour type shot to show off your body mechanics. The stuff you have now is a nice selection if you can get them finished and looking good.
Thank you all for your letters! Sorry for not responding, we've got a great many of those from you. We already got suitable candidates for this position. We will be recruiting more modelers soon, some of you have been selected as potential candidates. Thanks!
Thanks guys for your contact. Very talented you are and excellent work I saw. Good job. I have selected some of those and some I kept contact for some other jobs. Now looking for some Indian or Pakistani for polygon and sculpting modelers. Thanks.
gmatch allows you to use wildcards to do a partial string match - like you would do in maya's 'select by name' function http://download.autodesk.com/us/maya/2009help/Commands/gmatch.html So the way I've used gmatch it matches with lightmap1 or lightmap2 or lightmap365
Polycount apparently won't let me cancel posts or delete pictures that I have uploaded into the drafting area so unfortunately that's why there are so many screenshots here. I was GOING to upload them and then just select a few I thought were appropriate but whatever.
2018 has shift-extrude on the move, rotate, and scale tools. You can also edit what shift-click does in the preferences. And as always, you can Ctrl+E to extrude and get the menu, as well as be able to move all selected faces in local axes.
This happens also on another older versions of max ~2012-x only difference which I can see is that the switching between selections looks even slower on 2018 then on 2015 for example. Unfortunately I can't help you. This looks like redrawing GUI problem.
Yeah I should consider cutting my UV shell into smaller chucks. As for ID map (color selection), maybe I am not baking them right? They are always a bit blurry between sections, I have to mess with the sliders to try to fill a section properly.
Vig: Maya has a "batch bake (mental ray)" option, and you can choose to bake occlusion to a map, or directly to the vertex colors of the selected mesh, which is quite nice. You get the same result using Eric's method in Max, but it is a few extra steps.
try duplicating and merging your AO and diffuse layers, for what i can see the magic tool is selecting everything because of the source texture. the AO will add constraints to the magic tool. Also try desaturate the duplicated layer, and play around with the magic tools values.