I think Mudbox doesn't respect hard/soft edges, it just displays everything as soft or hard depending on what display settings you have. In this case the cylinders only look right because they're subdivided a lot, while the box isn't (at the edges).
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Never use soft alpha for anything else than particles and maybe glass :) I'd suggest alpha test (masked) with a temporal dither note between your texture and the mask slot. Thanks to AA the dithering is hardly visible and makes masked look really soft :)
Some of you guys were lamenting max's approach in handling smoothing groups. Here's a script called Hard/Soft Edge that you can use to emulate the way smoothing groups are set up in Maya. http://www.scriptspot.com/3ds-max/hard-soft-edge
For some of the problem areas, you can go into vert mode, turn on soft selection and relax just those areas. It will often relax better on a selection rather than the whole thing and the soft select will help it blend into the surrounding area.
You should set these bevel edges to soft edge and orient manually the normal to make a nice soft corner. Is that the environment you want to port to psp? You could increase polycount a lot a take advantage of the vertex color maybe?
I hope you armour him! The armour's defined shapes would be nice contrast to his plump, soft, soft face. If you do Elizabeth I you could go nuts on her clothing. ; ) Great subject matter!
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Mark Dygertvv thx a lot man. My face face is realy hurts becaaause of "Facepalm" from 3d max's buuuuugs. What a stupid soft... So is there any way to bake soft light map in 3d max ?? Using photometric lights, diffuse reflections and so on...