why would you need to spilt it up and raise Yeh geo count to have it repeat on the texture, everything past th 0 to 1 space on the UV map tiles anyways.
oops sorry I must of typo'd on my search or something. Someone should sticky it and make it a single post with a big list and organized :thumbup: - Feel free to delete ths thread.
on ths http://dl.dropbox.com/u/17188/forestbase_styletests_rocks02max01.jpg image how did you go from flat plane to that?? did you use zbrush or just standard modelling methods?
Hey nice design I love the concept. The body look a looks off for her size. Th way the arms are posed look a bit weird. Maybe reshaping them a bit will help.
I think the texture (diffuse) could use more variation to th red/black you have going on (ie: make the legs different materials than the RL's). Otherwise she's a beaut.
Could you post your systeme specs please. I crash maybe once a week and i use maya 8h a day. There are two things that make maya crashhappy and thats weak hardware and stone old prefs.
thank you guys! my pipeline was terrible :( it was not thought out well.. but i recorded it in 1-2 our splits so maybe it would have been better if i could sit down and do it in an 8h shift
Okay so I finally got th skin shader working I think, nice update here and I will be rendering to texture hair tonight so wish me luck with the trickiest part...
th UDK have a Wireframe Mesh mode under Modes-->Show-->Advanded-->Mesh Edges The Color of Wireframe can u chance with object properties-->Wireframe Color Ingame is the key "show wireframe"