"Enable Separate Translucency" was disabled by default, but I have no clue how to change it to TLM_Surface. Is that not just a UDK4 thing? I've looked everywhere and nothing on Google for UDK.
Firefox has colour profiles built in since a few versions, although I forget if they now enable it by default or not. Google it, and tell us if disabling (or enabling?) fixed it.
I would really like a 3DSMAX version of this :-) I tried the Quad-Chamfer plugin and the default 3dsmax Chamfer modifier and both did not give good results.
Yeah, I thought you can't work with it with the traditional methods. As I understand you it gives you those straight uvs by default, or I misunderstand the whitepaper?
The lighting is super dark, it is hard for a critique. Until you decide on the tone and mood for the lighting perhaps leave the default so we can get a look. Keep at it.
If I remember correctly this is just the mip-mapping. I believe it is based on the default size of your mesh combined with the camera distance. Nothing to really worry about.
Press F10 and go to the bottom in the Common section. If it's Quicksilver it won't work as you can't use it to render to texture. Use Default Scanline for baking normal maps.
Yeah, Viewport Configuration, set default lighting to 1 light instead of 2. The 1-light setting keeps the light facing (nearly) the same direction as the viewpoint.
This is probably not your issue but check that the normal map in the color space setting in maya is set to raw and not some color profile like srgb. I think it defaults to that.