I'll have a look at the skin material bundled with the SUITE, but for now - would it work by simply adjusting the reflectance value in the Albedo? We'll look into creating some example material for more organic material such as skin!
My model is too light here is an example, what needs to be done to make it as dark as the Original Post? Thank you for any tips! Edit: I should also mention that this is supposed to be Shiny Dark*
Best example to check out is Skyrim's waterfalls. They use pretty much the same method Eric mentioned. You might be able to add some particles to the mesh depending on the type of waterfall you're going for.
make sure to adjust the dirt overlays a bit so they don't reveal your UV seams so much (for example, paint a dirt mask, using 3dsmax's viewport canvas, or other similar tools).
*Greater Thread Necromancy* This tool does a really nice (n)job ! Are there any plans for command-line support for bulk-conversion of files ? Or is that already in there ? ( since it seems to take for example the --help parameter :o )
I've heard a little about this. The example described to me was a google app within wave called 'Rosy' which translates typed text on the fly. English to french, german to greek etc. Very handy.
Yeah, but it does mean that if you had some data on your mesh (like vertex colour for example) which OBJ doesn't support, then you will lose that when using Roadkill in Maya, I think.
I was trying to find a better example of the 2nd program, I saw one that switched between photos to make a fake 3D experience that was really cool too (not just rotating, but panning and zooming as well).
You can't stop it from lagging. This has to do with the type of video card you're using. Does it have "M" extension in its name? (if it's a laptop then it most definitely does; example - GeForce GT540M)
Looks like your last example is very nearly fine, you just need to run that edge connecting to the cylinder at the centre of the spiral into a different edge of the cylinder, rather than just straight into the middle.