I actually really like modos default camera movement, because it doesn't require middle/right mouse buttons. Comes in really hand when using a wacom in sculpt/paint mode. I would recommend getting used to it when making the switch.
I'm surprised you'd want the bracket keys to change brush size, Pior. I know it's the Photoshop default, but even photoshop has alt-rmb scaling now. I can't remember the last time I scaled a brush with brackets, it feels ancient.
You can Export to FBX (with the default autodesk preset), then re-import it. It will import with a skin modifier. Once you've done this you can use the SkinUtilities to transfer the weight back to the original model and biped. Look in the max help for instructions on how to use SkinUtilities.
By default new nodes are set as "Relative to parent" which means they will follow the properties of the graph. I guess your nodes have a size set to absolute ? The best would be to make them as relative to parent too and then set your graph size to absolute at 2K.
Thanks for the advice, but that's exactly what I am trying to avoid. I want the brushes to load up upon startup with the default ones. I am also only talking about 2-3 brushes here, which shouldn't have an impact on performance.
You can make the strands very chunky and stylised easily. Works better for baking. The default strands are flat planes, but you can make them volumetric and much bigger just by dicking around with the sliders. Lots of potential not demonstrated in the pixologic preview vid.
First off, is that a render or a viewport grab in that first shot? Maya's software renderer treats normal maps as bump maps by default, with results similar to what I'm seeing there. If you want to view the normal map, set the viewport to "high quality" to see it in realtime.
I'm using the default cycles BSDF shader in Blender for the terrain. Does this mean that I'd need 3 separate UVs with 3 distinct textures to replicate the appearance of the terrain within Mari? One top UV, one side UV, and one front UV?
Nah Im from hungary :P. And i actually thought about the tattoos myself, but changing the default skin of the main body is not supported at the time... But i could make some renders and post it separately, who knows, valve might consider it if it looks good.
Try to change the alpha of the ClayBuildup brush, the default square one is very harsh and it's very obvious you used it with those little hatchings that come with it. You can get some very different looks to your surface by using a different alpha. Experiment with it a bit.