hey, don't know if i understood you right, but take a closer look to Maya's UV Editor toolbar and you'll find there... "Move and sew" button. But seems i misunderstood something
Another quick test to see how feeding meshes to ZRemesher/DecimationMaster works out. Pretty well, it turns out! And this is all button clicking with default options ... no guides or sliders necessary.
Open DynaMask on your folder or layer, then open the Material IDs rollout. Click the Links button. CTRL+LMB each masked area you'd like to add to your current mask.
I think you need alot more detail on the high poly. Think scratches, rust, buttons, cracks, dents etc. Those will really bump up the look of the end model.
Unlike other Maya material(which uses Hypershader), ShaderFX has its own editor. To edit ShaderFX material, you open Attribute Editor and click "Open ShaderFX" button.
Just below the detail slider there is a button to bring up the options, rummage through that until you find the "Show symmetry line" Check box, that will turn off the line down the middle.
Max is awesome. It lets you choose which axes to use in a single tool, without having to click an extra button or press an extra key (I'm looking at you, Maya and Blender!).
I like that they added the extra L & R buttons. For our indie game we wanted to develop for 3DS, but lacking the extra L & R was a huge issue for our control scheme.
Vertical mouse + inexpensive shelving to raise monitors to prevent hunching. Besides saving your wrist the vertical mouse middle mouse button is great and beats the pants off of using a scrollwheel.
When I launched it before I could run faster away from enemy by pressing two buttons. Maybe you fixed it shortly after or something didn't loaded properly.