From: Avant Scofield
Thank you! checking Maximize Scale did the trick and they look much cleaner. I forgot where I read to uncheck it but for now on I will be using it, at least for my hair sculpts.
I'm glad that did the trick. It's usually something simple when things don't seem to want to cooperate.
From: Avant Scofield
I've been unable to get ImportPrimscript to work. I'd really like to see if I could get an even better result by using this though.. When I run it from the command line it says that no primitives could be found from input file. Also, it looks like the download link for the GUI doesn't work anymore :/
I'm guessing you're probably using the wrong file type. ImportPrimscript only works with BMP files. If you're exporting to TGA or any other image format, it will tell you there's nothing there.
As for the GUI, I haven't tried to use it in a long time, so I don't know whether it still should be working or not.
From: Avant Scofield
While it would seem that way.. as soon as I applied my hair textures the 'wrinkledness' was not so convincing.. since it caused the hair to look like it had like zig-zags in it and very unrealistic.
Ah, that makes sense.
From: Avant Scofield
Thanks! while were on that topic I was also wondering if there was a way that I could make the avatar model unselectable. It's an annoyance to constantly deselect it when I'm working.
There are about a hundred different ways to do that. Here are a few, no particular order:
1. TEMPLATE THE MANNEQUIN MESH
Right-click on the model, and hold for a second. In the menu that pops up, move the mouse to hover over Actions, and then release on Template. Templated objects appear as a faded gray wireframe, and are unselectable. To return it to normal, do the same thing, but release on Untemplate.
You can also template and untemplate objects via the Attribute Editor, or by hitting Display -> Object Display -> Template or Untemplate.
Note, templated objects can still be selected in the hypergraph and in the outliner. Selection is only disabled in the viewer panes.
-OR-
2. PUT THE MANNEQUIN IN A LAYER, AND THEN TEMPLATE OR REFERENCE THE LAYER
First, expose the Layer Editor, either by clicking on the button at the top right of the screen, or by hitting Display -> UI Elements -> Channel Box / Layer Editor.
In the Layer Editor, make sure Display is toggled, not Render. Then hit Layers -> Create Empty Layer. Select the mannequin mesh (if it's got more than one part, select them all), and then right-click and hold on the name of the layer you just created. When the menu pops up, hit Add Selected Objects. The mannaquin will now be part of the layer.
Now, take a look at the two boxes to the left of the layer's name. The first one has a V in it. That's the visibility toggle. If you click in that box, the V will clear, and all objects in the layer will become invisible. Click again to restore visibility. You'll find this to be really handy for things like modeling the underside of the hair. You can quickly get the avatar body out of the way whenever you need to get in there.
The second box will be clear by default. Click once on it, a T will appear, and everything in the layer will template. Click again, an R will appear, and everything in the layer will reference. Referenced objects are unselectable, but unlike templated objects, retain their normal rendering status. They don't fade to wireframe. Click the box a third time to clear it, and return the layer to normal.
-OR-
3. TURN OFF THE ABILITY TO SELECT POLYGONS
All your sculpties are NURBS, right? The only thing polygonal in the scene is the mannequin. So if you disable polygon selection, you'll be able to select everything but the mannequin.
In the status line at the top of the screen, toward the center, are the selection mask buttons. The fourth one in looks sort of like a Windows logo, except it's blue instead of multi-colored. This is the selection mask for surfaces. Right-click on it, and you'll see all the various surface types you can select. Simply uncheck Poly Surfaces.
Now that I've given you that answer, I should probably point out that you would have gotten most of the exact same information, simply by searching Help for "unselectable". When you're new to Maya, it's easy to overlook the help file, since you're probably used to the inadequate help that comes with so many other programs. But Maya is very different. Its help is actually helpful. A huge part of the reason the program costs what it does is because its documentation is so good. You paid several hundred dollars for that help file. Don't be afraid to use it.

Oh, and one other thing you might want to do with the mannequin is give it a translucent shader. When I'm sculpting objects to fit the avatar, I usually work with a 50% transparent Blinn on the mannequin. The transparency allows for easy visibility through the body, to see all the sculpties clearly, and the shininess of the Blinn material helps keep the body looking as 3-dimensional as possible. Translucent Lamberts tend to look flat.
From: Avant Scofield
Again, thanks for your help.
You're welcome.