Looking good moustache buddy! ;) At some point I would try to merge the two subtools and work on the transition between the head and the torso. Don't spend too much time working on the parts that will be covered by your armour! :)
I want Autodesk to merge Max>Maya>XSI into one package so I can stop jumping from one to the next. With a start up option to use one of the 3's keyboard+mouse configurations.
Your lowpoly geo is intersecting but your highpoly geo is one smooth mesh. Try merging and joining the lowpoly or adjusting the cage by hand so that part that has the dodgy normals is shooting its rays in the right direction.
Will probably take you long just to get merely proficient with coding. Probably c# geared towards Unity engine would be the easiest transition -- but that's just my speculation based on what I hear from people.
to make the lighting fullbright, and make it actually possible to do work with it, go to: 3D > Render Settings Face Style: Unlit Texture Will allow you to paint on a layeer, the merge it to the 3d layer without losing color info.
Also, the legs don't extend forward enough on the down-step. Walking is merely a series of controlled falls. If you don't capture that, your walk looks phony and unnatural. The forward leg never straightens in anticipation of the landing.
Nice work man, I remember when I modeled the ACOG, really interesting shape. I used boolean in some areas to merge shapes then some clean up. But good job dude I like it.
Not currently, editing multiple object's properties is on our todo list though. It will likely be a lot faster for you to merge the hair into one object and re-export rather than toggle back face culling for 250 objects.
Don't underestimate how pissed people are at Autodesk over the subscription pricing. Lots of people are looking for a reason to drop them. The Foundry should be aiming for more than merely competitive with Maya LT, they should aim to destroy it.
Are you sure you are not looking at the low poly ? Little comparison on my side : Anyway, the cage is incorrect on multiple ways (vertex split/merge difference). That's why a specified that baking without a cage gives the same result.