Hmm, this has always been the case no? It's the same behavior as default smooth mesh settings, as well as the Turbosmooth and Meshsmooth modifiers in 3dsmax, and subdivision in Zbrush, a quad only becomes a circle if you have an extra loop around it.
The normals may be flipped. Select all the objects, and add a normal modifier, and then collapse to edit poly. I usually check Backface Cull in the object properties. That way you see the model inside out, instead of black.
How to fix. 1st thing, Reset Xform and Collapse your modifier stack. This cleans up a lot of issues. 2) Turn on Backface Culling in the Object Properties. This will help you avoid doubling up faces inadvertently.
Possibly something corrupt with your mesh normals. Try resetting xform, importing and re-exporting your mesh, or adding another smooth normals modifier(I think thats it, im not max guy) to your mesh
Skinwrap is a max modifier. You could probably do this with the macro recorder and a minimal amount of programming. Mark posted some nice tutorials a while back(in the site news), that should provide all the info you need.
One thing I would suggest, is to use a more generic term like "sub-division" instead of "turbosmooth" as that is just a max specific modifier(and even then, only one of multiple methods in max to do sub-d).
Probably a bad scale transform. Reset Xform, then Collapse. Also, not a good idea to have Editable Poly in sub-object mode when you add the Unwrap modifier. .. if you exit the sub-object, it will reset the Unwrap.
Actually the Combine is just a name for the entire army as it consists of a combination of alien and human forces, all humanoid enemies are heavily modified humans. The advisers are the Slug like aliens. Really clean work man, looks awesome.
What mark showed is exactly what i meant.I left out the sweep modifier because i don´t know if maya can do that. Edit: Is it intended, that both the original and the flipped ones are incorrect, mark?
Very cool. Might be good to add some selection options rather then affecting the mesh directly, so you can use any modifier to parts of a mesh based on tension, it'd make it a more flexible tool.