Use BSP to block in the basic shell of the structure and then use mesh to add details such as archways, window ledges, stairs, etc. Also, static mesh vertex lights by default so you will need to use a 2nd UV channel if you want to have lightmaps on your static mesh pieces.
It really only matters when you're working with other artists, and everyone needs to stay on the same page. Most non-artist types either leave their monitors at their shipped defaults, or adjust to their eye. Some games come with monitor setup utils, but generally they don't, and users adjust as they see fit.
I do it Mop's method, but usually turn on high quality if I've got normal maps. Although for envirs I tend to set up mental ray or the default renderer. If you're trying to render plug in the texture to the color and set up a decent lighting scheme with some ambients and directionals.
I agree with default, the texture smoothing isn't helping. Let's see those textures in all their pixelated glory! The two things that jump out at me are the uneven distribution of black dots on his microphone, and the non-symmetrical backward and forward buttons. Make sure the top and bottom sides are even.
You can use the missionpack with a base game/mod : +set fs_basegame missionpack +set fs_game YourMod. If you want the the addOn to be the mainGame use : +set fs_basegame YourMod +set fs_game missionpack ... other than that i guess you have to write new shaders for q3a default models.
I guess he wants his colors to look more next-gen by default! You're right about it not being your monitor or color profile though, it's totally out of whack for us to, meaning this is how the video is outputting and not just how you're seeing it. Freakin weird though for sure.
If you are working with 3dsmax there is an option for texture filtering and prefered rendersizes , i think by default it´s something like 256*256 and you have to change it yourself(this is only for viewport if i´m not mistaken) But it looks like maya... do you get the same results if you render the image?
CB doesn't update automatically but reloading the diffuse is pretty easy from the clipboard or after a save. CB defaults to the last save. It only tiles 4 levels up IIRC but that hasn't been a problem. I still plan to check out texturedesk though when i get home.
Haven´t commented in a while, but I just had to when I saw the gladiator. Looks awesome so far. I especially love the proportions and the posture - I know it´s just the default pose, but you can feel his "weight". Would really love to see this one finished.
With unity 2019.1+ you can define presets and then set those as the default values for importing new assets: This way you can make sure that your newly added fbx files will be imported the way you want (with legacy settings) and also other team members won't have any issues.