The bitmap will fill the 0-1 UV box, no matter what aspect ration the bitmap is. You can change the bitmap scale without having to scale the UVs, though you'll probably have to rearrange the islands, depending on how you change the layout.
Fantastic stuff. I will have to make a critter or 2 and maybe an armor set... I do love the editor / tools pipeline for this game. Some awesome things that can be done with the randomization and Layouts. Has one of the best particle systems out there as well.
the only thing max can't do is mirror uv's across a seam which headus uv layout can. ie you want to mirror head uv's but you don't want to use symmetry. there are long winded work arounds I suppose
Easiest way is just to model a C/Horseshoe, and use textures for teeth/gums. I guess then, use that as refrence if you want to go into more detail. You can also find orthographics of teeth layout from the top bottom side etc.
Aside from UV layout, I have the same comment as I gave for your storm hat, you can use AO and Object Space maps(and some other maps) to place shadows on your texture and fake some more depth.
go to unlit mode in UDK. If they're the same colour in unlit mode it's not the max file. I suspect that all these issues are due to the way you're making the lightmap UV channel. post pics of the UV layouts and some people might be able to help.
Thanks all for the help! I have another question, I didn't want to open a new thread for it. Is there a way to show shell bleeding in X pixels in the UV editor? I saw this feature in Headus UV Layout and was wondering if there's something similar in MODO?
Update time! The layout of the level is done, and i'm probably 1/5th done with building the environment. Hoping to be done in 3-4 days... Rocks on the side of the path might need some work, not fully happy but i'm testing out a different technique.
Quick paint over from a random screenshot. A lot will depend on the textures and UV layout for the models so I didn't go heavy into it. Decided to lean more into the giger side of things since he has a lot of technical shapes mixed with organic.
Thank you PIGART :) )) I never thought about that before! Honestly I hate my layout right now and I'm going to take your valuable advice and make a better one :) )) Can't wait to have a much more professional portfolio!