Also, it only pixel snaps if there is a map that contains pixels applied to the object. So if you have pixel snap on and no materials applied yet it won't snap to anything. The default UV checker pattern is procedural and won't let you snap, as it doesn't contain pixels to snap to. Another reason to use a custom checker…
Ghost: the other thing is that in that image you posted the title bar of the image you're working on shows it as being in 8bit Greyscale colorspace. "Untitled1 100% (Layer1, Grey/8)" I've had this happen a few times when I make a greyscale texture for something, and the "new image" settings get stuck on greyscale as a…
For number 2, I find is best to keep the normals inverted (which zbrush does on default when exporting) when you import into you your program (I use xsi in this case)and export back out to ZB. Kinda sucks that ZB3 is so nitpicky on re-importing a sub-d comapred to ZB2.5
What KazuyaMichu said. It's the ray distance. You can find the settings under Low definition meshes in XNormal. Change it to something like 2. The default was 0.5 last I checked. http://www.xnormal.net/Tutorials.aspx FYI: You'd get answers to these type of questions faster if you had posted this in the Technical Talk Forum.
Bull. If he uses the default anims and just links them the models will work fine in 2004. All of my models were done for 2003 but the anim data is dynamically linked and they will use the 2004 animsets when used in 2004. Only real difference is they won't crash 2003 when you try to load them there.
You've not explained at all what it is that you want to achieve here. I can only wildly guess that the default UV's upon primitive creation aren't what you need, and you'll need to make your own. Either that or this texture doesn't look like you intended . Either way, more info required
I added some modification - now it removes new indexes from new objects and saves names in original objects, but this script still doesn`t save hierarchy. All new layers are in default 0 layer. Strange. Sometimes it works, sometimes not. I restarted max and all layer structure in copied layers saved
It would need to be a toggle, like in the section where you normally manually change it back and forth, you could toggle "smart alignment". i think by default it would be set to on because, like mentioned, why paint on UV's any other way? but of course there is always edge cases where it is good to leave user control.
I can't speak too much about the texture quality other than the eyebrows look weird, like they're just painted on instead of actual hair, but if you're having issues with SSS you should double check your scene scale and make sure the units are correct, the default settings can mess up the SSS.
Not sure I understand so bear with me - have you tried changing to Local coordinate system? The default is "View" - see article below for more info. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-0F3E2822-9296-42E5-A572-B600884B07E3-htm.html