the 0-1 range for UVs is the same in max as it is in UDK. from the looks of it, your UVs are placed properly in max. mind tossing the .obj on here so we can have a look?
No problem.. Once the head is on, try getting a hunched look to it, to emphasise that man-beast thang. If that's what you're after. I found "An American Werewolf In London" and "The Howling (1)" to be great references.
Visceral that doesn't sound correct. Does your model have smoothing groups? You should be able to give it 1 smothing group for generating your normals in xnormal and for use in UDK
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.
if you go east of Los Angeles for about 2,951 miles or 1 day 14 hours. Come by and see us North Carolina guys! I captured the directions for you to navigate with.
Two golas for it: 1. Use layered materials as many as possible. 2. Use only tileable textures, splited by polygon. Oh and use zbrush to generate as many as tileable textures possible (;.
1. Listen to Xoliul and use smoothing groups, you just have to use unique uvs. And yes this works perfectly. 2. In addition use exploded baking like JordanW suggested.
You only need to be exploding, modeling, UVW mapping, and baking 1 version of your instances. After all of that you can go back with the "finished" versions and reassemble the pieces that are the same.