in terms of the website, you delivered exactly what you set out too and there isn't an information overload. Your work is really nicely created I love the texturing always the deal breaker when it comes to modelling and you do it perfectly. Pickles is probably my favourite it's cute! :) good luck to you! :)
What version of 3ds Max are you using? It's changed quite a bit recently. If you are using 3ds Max 2011 or earlier search for Reactor tutorials on YouTube. If you are using 3ds Max 2012 and up then search for MassFX tutorials. Both systems can do what you want very easily.
You play as 3 characters, and there's a multiplayer character, it seems like you can seamlessly jump between characters, it'll probably be like the other gta's where there multiple missions you can do at any given time with different characters and story lines, but sometimes you just have 1 left.
Hmm, it looks like you used smooth groups so that kicks my first idea, figuring if you didn't it was creating weird artifacts. When you go to export in max do you have it set to quads or tris because it looks like it's forcing it into tris. that's all I can think of >.>
You can go under preferences and do a multi threading test. This usually helps significantly. Also, you can change how much memory usage is allocated to zbrush. If you have 4 gigs, maybe you want to crank it up to use 3096. I'm not 100% on those numbers though.
Seems like you have trouble working on your own for extended periods. My suggestion is to collab, or like create something for a mod or something similar. You probably work best when you are accountable, it can be much easier to become motivated when you fell your work has purpose.
Why do you say that to me? Is this funny for you? How do you think this makes me feel? What's the point, do you really beleive I'll keep posting my stuff on this forum if I keep hearing those nasty pointless comments? This community can be so frustrating at times...
Inside of polyboost (graphite tools in 3dsmax 2010) there is a Swiftloop function lets you place a loop wherever you click. It was inside the polydraw tools in polyboost, not sure where it is now in 2010. If I remember correctly it lets you slide it into place before you release. I haven't used it in a while tho...
Maya allows you to "Lock" Normals in the Direction they are currently in - so when you move Vertices around they still stay as they were when they were locked - until you unlock them again. So you could try going along the "Cut Lines" and locking the Vertex Normals there, then detach the respective parts.
quick question, in max there are premade textures of hexagons and metal groves in a pullout somewhere that you are using but I have not been able to find them in max11. can you tell me where you found them or did you actually just model them out and put them together? thanks