Noors, You are right, but the problem in this case is that the parameter given to the include command cannot be a variable. Include's only intended use is to break up large files. http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/files/GUID-1CF90959-B604-45F9-8552-7680F535BF50.htm
It's a bit one sided. I realize you love that well (and rightfully so) but it takes up 3/4th of the entire folio. Contact page is useless right now. The image viewer feels slow. Also, png or gif for text, 8-16 colours should be plenty.
Look at your nodes, do you see the L8 in the bottom right? That means the node dropped to 8bits which means it has a limited color range, which in turns causes banding. Select that node and in it's "Base Parameters" set its "Output Format" to forced to 16 bit.
You could try to rebuild lower SubD levels in ZBrush. This should give you a headstart for reducing it by hand. I gues you could devide the Polycount by 16 that way (if it works). Or you can ask your Source, if you can get the model without the SubDs...
http://legacymusichour.blogspot.com/ I'm a big fucking nerd so I listen to this podcast at work. They play 8-bit and 16-bit songs, every episode is themed. Pretty rad and interesting and I get to hear great songs from games I never knew existed.
I can't speak for Minos, but this is definitely the case for me. I enjoy doing 3D art. It's what I do. So it never feels like a chore unless I'm ... I dunno, optimizing triangle counts 16 hours a day trying to ship a game or something. :)
Raycast errors on cage intersects, for me. - left low poly is merged, right low poly is intersecting - 20 vertices vs. 16 (left/right) - high poly is merged with beveled edge between the two primitives - didn't edit cage, just a simple push outwards
Got told that half of my Sketchbook pics were dead links. Went through and fixed most of them. Enjoy! Lighting test in Marmoset Toolbag 3: Update on my ArtStation challenge entry: https://www.artstation.com/contests/ancient-civilizations/challenges/16/submissions/16415
You can bump up the tile size by activating the bigger tiles extension (look in plug-ins/adobe photoshop only/extensions/bigger tiles : remove the tilde in ~Bigger Tiles.8BX to activate the extension). That might help when working with large 16 bit images.
Considering I wrote two particle systems (I'm not talking about effects, I wrote entire systems for handling those effects) by hand and know how they work inside and out, I'd be perfectly suited for a job doing that stuff. Now if only I weren't 16...