Yeah, Y is the green channel. R = X, G = Y You can change the NDO options to invert the Y coord on normal-creation, too. So you wouldn't have to deal with inverting at all.
also - every "don't use X" advice is mainly for beginners - once you know what your doing you'll know how to responsibly use filters, the smudge brush, pure blacks & whites, etc...
Do the typical thing, strips of alpha mapped hair planes. https://www.google.com/search?q=hair+planes&source=lnms&tbm=isch&sa=X&ved=0ahUKEwilr9m3_bjVAhXM24MKHZA6DgQQ_AUICygC&biw=1920&bih=1101
Block out the planes first. https://www.google.com/search?q=asaro+head&espv=2&biw=1072&bih=627&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjfmKLXrN3NAhVX0GMKHThIC_MQsAQIGw
I'm using 1680 X 1050, according to a fellow board member, here's the most popular resolutions to visit his portfolio. Most popular screen resolutions: 1680x1050: 26.58% 1920x1200: 18.55% 1280x1024: 15.92%
what you want is probably 0,0,1 transformed to world coordinates? or you could use the dot product of the Z and X (or Y) worldposition coordinates I can't remember there being a specific world up vector.
Seconded. My lightbox is one of the best things I ever bought. I have a 2' x 3' Portatrace. I don't use it all that much, but it still has a special place in my heart.
Looks real nice! You could make a small textures, that tiles in X, with straws with an alpha. Looks like you have it on the first prtnScrn? Would be a nice add to the details! Gonna look awesome in UDK!
So yeah, i'm going to be uploading them to unreal's 2004 editor for my school project. The texture size i'll be using is 512 x 512 and you will be able to go into this shack i am building ...
why is that exactly? i could know im in such a way, and he would still be my neighbor o_O. the fact is, we are both avid x-men fans, and we both thought this would be a fun project =]