I though so. 3DSMax has a similar issue, but I can modify the default settings and things just kinda work. Anyway. If you need Alpha/Beta tester for the OSX app... I am here! :) Even if I have to buy the windows copy 1st.... Thanks again.
Turbosmooth Pro uses elements of OpenSubdiv, I believe. It's a great modifier. It seems like it should have been an acquisition for Max 2014. Ptex is very interesting but it requires dense geometry, which we tend to avoid in-engine. I'm not sure when it will find an application in real-time tech.
Triangulated mesh reacts better to the push modifier, meaning you get less errors when making a baking cage. (assuming you're using a cage to bake normals) I usually dont save the triangulated mesh though, since i find triangulated topology nearly impossible to work with.
Kind of a confusing question but you want a symetrical mesh to have uniquely unwrapped parts? Unwrap half of the mesh, symmetry modifier, arrange UV shells so they are unique. If only some need to be unique, only move those shells. If you want symmetrical UV's also, stop at "symmetry".
Bring up your render to texture dialog and make sure that you're not set to automatically unwrap (looks likely since your top modifier is "Automatic Flatten UVs" :) ) You want to select use existing unwrap and select which UV channel your bake will use (1 usually)
While making a miniature curtain sim for a 3d dollhouse, I have found that the scale of the sim (cm/unit under Simulation Parameters) modifies the tension of the cloth, looks like it retains more shape. Try messing with like 0.1 - 0.4 cm/unit at first and see what that does.
It best if rigging comes after morphers, and uvw, but before you add any smoothing modifiers to the stack. I'm not sure if you intended to render out a fractal to show your use of polys, or if you need to assign smoothing groups to your half-life critter. its a nice start.
I've also had this happen on my work computer. I seem to remember that I was in some weird sub-object mode or I applied the modifier to a sub-object (I apply to elements a lot) rather than the object as a whole. I didn't need to restart or anything like that. /shrug
musushidan is right, select any of the slice brushes, slice, then hide the group you wish to delete, then: geometry/Modify Topology/Delete Hidden. If you need to hit the Close Holes button. You may be using the Clip brushes that push polys (pixols) in a certain direction instead of making a cut.
I thought I'd quickly make a tree stump and a variation from modifying the trees I already have. Texture is super messy but they're so small onscreen I don't think it will matter too much - I'll start populating a level with them and see how it goes :D