In Max I did it with "Normal theft" script from scriptspot. Not sure maybe they did something in the soft itself now. Blender has super cool perfectly working data transfer modifier that can do it on the fly .
3Ds Max! I am currently working in Blender and learning so much and i love it too. But 3Ds max will always be my baby. It is easy to use and have so many modifiers to save me time.
I would simply use UVW Xform modifier to move the UV +1 on the V axis. Then you can render your wireframe template. It will be textured exactly the same way in 3ds Max, and in any game, there's no difference.
Ok, I think I've come up with a more finalized result. I ended up borrowing from both of your material setups and put it together as a modified phong. Here's what I came up with:
Im curious. How did you approach modeling the coiled wire running from the sight (I am guessing spline with some modifiers but not certain). Also would it be possible to post larger versions of your flats?
Kratos: Thank you, sir! I made a more moody version (swapped out the HDRs, etc.), and I modified a couple of things that were bugging me. I think I like this one a bit more.
I dunno the trailer made this look really really lackluster, like it's building up to nothing. I'm more interested in that film where robots where learning to modify themselves, it looked like a 'good' I Robot.
No, none of those pics above have been modified like that. But injecting new textures into n64/gamecube/wii games is possible. Here's some examples of what you're talking about: before: after: before: after:
Begun making the armour. Gonna smooth out the muscles a bit. The Isolate Selected option is quite useful when you need to see exactly what you're modifying, which means less ctrl+z and reloads.
Seconding the modeling technique - I make a cone and then duplicate it a bunch, use soft selection or a lattice to modify the objects as a group. There aren't that many individual eyelashes, so placing them didn't seem like that big a deal.