Select your Skinned model. Make sure you are not in Sub-Object mode below the Skin modifier. If Editable Poly is in Sub-Object mode this can cause the Skin modifier to stop working.
looks like you applied a smooth modifier to the piece that holds the two lense cylinders together. Try to get one on each lense... each major piece should have a smooth modifier
Update: add helmet & jetpack, modify the proportion & face a bit. space gloves & boots will follow.... not yet modify the poly at the limb for the deformation, want to check 1st that the general shape/ look is correct.
Is that the only real solution in Max? Maybe I just haven't understood the full capability of the modifier yet, but modifying the individual verticies for each animation sounds like a temporary solution to a longterm problem...
I use a turn to mesh modifier with a projection modifier on top and then export as .sbm. I have heard of people having issues with .sbm but it works fine for me. I can't think of a faster way, short from automating things with a script.
When I said "the cage" I meant the projection modifier's cage. I can't split those so I was wondering if I'm supposed to split the model into separate elements according to the smoothing groups before I apply the projection modifier.
That's how the tutorial had it, but the custom material I'm using doesn't have a displacement maps (it's a proprietary plugin material). So I'm trying to find a different method (maybe a modifier that changes the vertex color automatically depending on the modifiers' gizmo). Thanks.
What does your modifier stack look like? You should usually have only an Editable Poly modifier below Skin, and not in Sub-Object selection mode. Also, did you Reset Xform (then Collapse) before adding the Skin?
Hay Geezus, throw a FFD modifier and squish in the middle, you'll be surprised how much character that will add, you could also add a noise modifier to shake things up a bit. Also try sloping the roof in more like the reference.
if you want to realistically build up muscle you could try using a tube-shaped Insert curve brush with a size modifier turned on. This will let you add muscle shapes pretty quickly. http://docs.pixologic.com/reference-guide/stroke/curve-modifiers/