In case you need to use Max later... I would pass a sub-object selection up to the Displace modifier. I'd also use soft selection if it needed a transition area.
Yes, there is Maxscript access. You can use the MacroRecorder to find how to edit all the parameters and to push the Unwrap button you just need to write $.modifiers[#Unwrap_UVW].UnwrapProData.rlt_params.runUnwrap false
Looks fantastic. But the glass is just a plane. What you should do is apply a shell modifier and apply the needed support edges. Then subdivide. Also, use reflection cube maps or something.
In Max you can put an Edit Normals modifier on both objects, then select all of the normals you want to match and click unify, or average. Something like that, pretty easy actually.
Made with DT Tutorial: Trying to understand some of 3dmax modifiers and learn quixel ddo: Made with DT Tutorial (2200 poly, 3956 tri.): Some renders (v-ray practise):
You can also import the high polys, add a an optimizer to get them down to 1000 tris and still have the general shape, then disable the modifier in viewport, enable at render times.
You now have a way to set the resolution temporarily in the toolbar at the top of your graph view, so you shouldn't have to ever modify the output size in the graph optionsa nymore.
Thanks for the comment on the work! I have a low poly of the mask I'm going to work on the Sea Sparrow after I get the hang of baking a normal map with the projection modifier in max.
Working with alot of PSD's, and I forget to save off the PSD to a new one, and modify one I already had setup and hit Save multiple times before I realize....
First one looks great, but I think it could use a bit more colorvariation in the armor. The Kraylor looks like a modified Gen mo kai mesh from UT2k4 to me.