Try opening up the material's attributes and look under the hardware texturing tab. Change Texture Filter to "nearest (unfiltered)". By default, Maya uses bilinear filtering (I think) unless you switch it off. There's a way to apply the filter setting globally as well, but I've forgotten how.
You seem off to a good start, only crit would be that it seems you haven't done a global blockout of your overall shapes and proportions, but jumped right into the details, that's a bit risky. Art is by the great Sam Brown by the way, http://sambrown36.blogspot.com/ always link your sources!
There's a recurring bug in Max where the Keyboard Shortcut Override Toggle appears to be off but is actually on, you might try turning this on then off. The reason for this toggle is it lets you define shortcuts that are local to a specific modifier/mode. Most people just set global hotkeys (toggle should be off)
does mudbox support any scripting languages? Havent tried mudbox in a while. The one thing might b e an issue of the top of my head is the bring modeling app into focus. gonna dig around. Found the sdk: http://download.autodesk.com/global/docs/mudboxsdk2012/en_us/index.html
I dunno, I've seen this happen to a few people, it's even happened to me and I swear I wasn't fiddling with the scene's global ambient light value. I suspect it's a bug that only crops up in rare circumstances, or a value that's getting set unexpectedly due to something else.
Before you post these textures make sure to avoid global illumination, it looks flattering but the end result won't resemble it in the game at all. What are you going for, environment artist? There's a lot of demand for those AFAIK. Character artist? Everybody wants to be that. And make sure to learn about normalmaps.
Here's a little robe dude I made for this years global gamejam. Quite simple, but somehow I really like it :) Also, the game: https://www.youtube.com/watch?v=q5A8pq7JmzU http://globalgamejam.org/2016/games/potion-party
I´m afraid I cannot give you proper advice since I don´t bake with max. But padding does not smooth your pixelated edges. But I think it is the global supersampler setup in the RTT menu.
green means, you have a constraint and keyframe animation controlling your channel, as we can see in the picture. This can be blended with the automatically created Blend Orient attribute. http://download.autodesk.com/global/docs/maya2013/en_us/index.html
Loved the art, just finished watching the playthrough's (don't have a PS3). Such an emotional ride. Didn't like the ending. The conclusion seemed cheep when you consider the global explications. Guess the sequel will address those moral issues.