Well I haven't fiddled with the lightmaps yet, so I believe they're at their default (32). I'll try to fix what Snader said and after that I'll start experimenting with the lightmap.
Scaling the windows does work, already saw that and well at least is an option... you reminded me it, so thanks. About the vfb, it is what Im using already instead max's default.
Max will not display vertex colors in the viewport by default. You have to force it, in Object Properties, via Vertex Channel Display. Or you can use a DirectX shader that supports vertex color.
not positive but i think if you up the samples(default is 256, try 512) in the ... option box beside the word ambient occlusion, that should help, granted it will take near twice as long.
I think it's using FBX to shuttle things back and forth. You might want to try exporting some random junk and check off triangulation which is on by default I think.
afaik by default it orbits around the last area of the mesh you drew a stroke on I don't have any trouble with it but I've been working in zbrush for like... 7 years so
The blue is bleeding into the lighting from the UDK default material that everything is currently on, as well... you don't have any materials on this so... you're gonna get strange blue in your lighting.
Also man, and i hate to keep stressing this.. smoothing groups! Try to think about your specular maps as well, as right now the props look like it's max default spec.
@Obscura I haven't played with the lighting in my scene yet. It's just a default daylight while I block out my entire scene. But yes I can see the differences.
after you Bevel, in the channels box there is a "Smoothing Angle", default is 30 degrees, you can turn this up to smooth the normals of the bevel if you have only a couple bevel segments.