Yes, you can. There are tutorials, but not as many as there are for max or maya, since it really isn't as popular as either of those. softimage has some tutorials on their site, and you could check out http://www.xsibase.com as well.
It depends on what you mean, and what you're making. If by skinning, you mean the process of laying out UVs, then just google for Milkshape UV tutorial. If by skinning you mean making the texture in photoshop, then it really depends on if you're doing guns, models, or characters. Honestly, the...
If you need to go from Maya to 3DSMax or vice versa, use the free filmbox format plugins. They're available from Alias, and you will need to register with them to download it (free. reg). It's also good to go from a later version of Maya to an earlier.
XSI is far from crap. It's just a...
Poly count is a bit high for a real time model, unless you're working on a high poly model first for normal map generation. Aside from that, it's a little early to make meaningful comments. Keep posting WIP screens as you develop the character.
There are players/rippers/converters out there for UT music files, although I don't remember off hand where they are or what they're called. I believe the file format is .usx, but am probably mistaken. Just google for Unreal Tournament music export and you should find what you need.
I've not encountered any problems of this nature using Maya, but I may suggest that you take a look at the valve-erc forums, as both Prall and Dodger are very knowledgeable in the maya exporter. You may also want to check on http://modmap.ch for solutions, or possibly post on the forum. It's not...
Don't use them as 2 images, add the black and white image to the alpha channel of the main texture in photoshop, then export it as a 32 bit tga. You'll want to invert it as well, as it doesn't draw the black, but draws the white.
To do this: open the texture in PS, and next to the layers tab...
As people have already said: use Deus Ex as an influence, but make something original. Why devote thousands of hours to make something that's already been made once? I just don't get it. A mod can be anything, since there's no commercial pressure to succeed, so why lift someone else's IP?
Use...
Scientists tend to make art and artists make science a lot more now then ever before.
Sites like We Make Money Not Art document it.
Incidentally: philosophers have tried to define art for millenniums. They have not succeeded. It's not worth trying to define, because it cannot be done in a...
you need 2 models. One for collision, one to be seen. Assuming that your shape is a torus (donut), you'll need to break it into a series of convex cylinders, rather then one big concave torus. Export it, and in your .qc to compile the model, point the $collision variable to the new model you...
Place a prop_physics entity. With it selected, press alt+enter to open the properties editor.
In the entity window, go to the "world model" variable. Click on the browse button. Browse through the files and folders that show up in the model browser window that pops up. props_c17 has a number...
Overlays also give you control over the scale and rotation of the image. If you don't need to alter these things, go with decals, since they're cheaper to render.
Why would you possibly make a Grim Fandango shooter? It wasn't even a violent world. That doesn't make sense at all. Making an adventure game in source would be great, but making an adventure game into a shooter is just... odd.
I've found this guide to be most informative:
http://www.student.kun.nl/rvanhoorn/Optimization.htm
It gives a great explanation of everything that you can do to optimize.