That's exactly the treat I mentioned...couldn't find it, though ;) But as I said, you'll loose the new ePoly features introduced in 2011, for example Ring/Loop Selection for Polygons/Vertices.
Any chance you could do a video capture of your workflow, with a quick example of a small torn area to show the multi-layer work? This is some really slick sculpting.
quick question can the items in sets have each there own texture map? example I have a hat with its own texture and a mask with its own texture. thanks
Some, not all. Capcom is a prime example of a Japanese dev that Is focused on it's Western audience yet still manages to sell extremely well to the eastern audience. Then you have Kojima and co.
Indeed, there are people on ZBrushCentral (boozy_floozie for example) who make illustrative art entirely in ZBrush (with maybe a small amount of PS touch-ups here and there), try doing that stuff in Mudbox ;)
The FDA is a pretty bad example if you are looking to show government working well. Toys from China have caused a minuscule number of deaths compared to FDA approved drugs.
http://bisqwit.iki.fi/nesvideos/ Tool assisted runs are more fun to watch though they require very different skills (they don't require reflexes, for example, but they require a LOT of precision and patience).
why not reuse some of that uv space rather than map everyhing uniqe. for example sides and front back piece. the stickers could be decals and the $$ / gallons dash could be intersecting.
I fiddled around with SpeedTree not too long ago. It's a pretty powerful tool. It has some really good example files that come with it, too. The automated rigging and deformation is fantastic.