Love the progress everyone is making! Spent some time tonight making this chair that I've slapped a default substance on it just to give it some texture. Once I get a handful of objects into the scene I plan to start putting some original materials together.
I'll second that. Completely removes the lock weights dance that's Maya's default. Basically it works a bit like masked layer groups in photoshop. It also doesn't leave any not-native nodes behind, so it's really clean. Mirroring and weight smoothing is also superior.
Not sure when they added it, but you can group in Max now (bottom right, possibly covered by the default UI's height). The auto pack itself is still poor, but it is handy when you are normalizing UVs across sections w/ radically different UV scales.
Okay I just did a test on one of the default mudbox models and got the same problem again. Does this mean I have a problem with my graphics card? It appears the most prominent when I am lightly pressing on my wacom pen
You need to render with Mental Ray instead of the software renderer. Make sure that the shader node is set to use tangent space normals instead of using it as a bump map, it'll render as a bump map by default unless you switch it to use normal mapping.
Are you opening your own project file by chance? I sometimes lose the Undo function after opening a project file. but if I restart Zbrush and start out with a default Pixologic project file, then load mine I don't have a problem with the Undo.
Maya's default material is called Lambert1, if an object is imported with the same name it'll rename it so it can fit it in the scene. Your Lambert1 material is being renamed to Lambert2. Rename your Material something else before you export it to import it with the same name.
MaxStart.max is a file that you can create yourself, with anything you want in it. You place it in the appropriate Scene folder (according to how you set it up in the User Paths preferences) and from there on, every time Max starts it will load the contents of that scene. By default there is none.
Replace your collision geometry with boxes or box-like shapes. This will help it settle after simulating. I'm using 3ds Max. To do this I use the default ragdall tool, and then change some hinges to detachable. But I always use box shapes for settling.
Go ahead and use it. The main thing I suggest first is replacing any of the blue/white checker default material because when light bakes it bounces blue all over your level. Really overpower any look or style you're going for.