ok so i just need some help with understanding some stuff. i know that is not the best way to describe what i need but, i will try to explain more.
so i want to make a mmorpg kind of character creation in UDK just for learning purposes. i have ideas in my head on how to do this modeling wise but could use some advice on how to do that anyway.
first i thought of dividing the human model into separate peaces, so if lets say the chest is covered by some item of clothing or armor, the engine will not load the model, saving memory usage.
![45088edited.jpg](http://img208.imageshack.us/img208/4761/45088edited.jpg)
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(ps did not model this, just using it for example on how i would chop of the model)
Then onto the face i have no idea on how to do this, like with the body i thought i had to model it in 3ds max first, seperat it and then bring it into zbrush to the hi rez model export every uav but not for the head then save the file, in zbrush and change the head to different versions of the head and exporting the uav for the head each time, buy modeling from the whole mesh the pecs will match up with the uav of the chest. i was on the zbrush fourm and found this
![img04hr34.jpg](http://img443.imageshack.us/img443/721/img04hr34.jpg)
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Could u explain it more for me i am confused on what they did.
Then onto modeling the armor. if i just move some points (brain fart of what they are called) in 3ds max to make the human model skinner or bigger for a different race is there anyway to tell udk or the game engine just to change the axises of the armor model in the game engine to save space instead of importing muttle different sizes of the same armor into the engine and wasting space.
any help you can give will be greatly welcomed.
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