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.
the StandardFX shader that comes with max9 has all of that, but the environment mask is shared with Spec. Spectre on #model_design modified it for me to have a seperate envmask/specmap, you could probably ask him.
you can completely modify the interface, i ended up making something very similar to max out of it and then stopped playing around with it ... lol essentially never really learning the program.
I do something similar to shepeiro. I just make a plain. Put the image on it, and give the plain the lenght and width of the img. You dont realy have to put any modifiers on it.
For future reference, textures can also be stored in modifiers where it's hard to track down. If you still have a copy of the file with that objects in it, try just collapsing the stack on it and see if that works.
I'd attempt to modify the UV coordinates of the eyes. Means the eyes use a separate map and the UVs get shifted around as the eye moves. The Doom 3 geometry looks as if that's what it's doing.