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Old 01-01-2009, 03:46 AM   #31
elephantinc
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thanks
Ill have another bash at it today
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Old 16-04-2010, 03:56 PM   #32
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I know it's been over a year since I last worked on this but I've finally textured him. It was just a quick job so I could use him to test my opengl .obj importer.
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Old 16-04-2010, 05:28 PM   #33
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you might want to make a texture like that for color base
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Old 16-04-2010, 05:33 PM   #34
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So your model would looks like this.
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Old 16-04-2010, 05:40 PM   #35
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Would be best to do as follow, so you have the same shadowing square size in the base color map and the alpha version.
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Old 16-04-2010, 05:52 PM   #36
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After make couple of duplicate scaled model on top of your original model.
Make a material that 1 is transparent with alpha, another is base color without transparence.
Apply the non transparent on base model, and transparent on the scaled overlayed models.
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Old 16-04-2010, 06:03 PM   #37
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That would be my approach.
1 thing in maya that I hate is the viewport transparence render.
when many models overlay on top with transparence, the render sequence get weird, so might be difficult to tweak.

You can also do alot of things, like change just little bit the placement of UVs in layer model, so will give more non straight look, like "square" fur in all layer placed in the same place.
Unnatural, sometime became natural.

Or you can skin the layer mesh with different value as base mesh, so when moves to animate, the layer mesh with are the "fur" mesh will move bit different from base mesh, giving more impression that is something "attached" to base mesh, and not "as" base mesh.

Bit confuse, but hope this can help you to achieve or give you some different idea to get the look you want.

Good Luck.

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Old 16-04-2010, 06:19 PM   #38
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Wow, thanks for all the help!
I'm definitely going to give this a shot.
Thanks for going to all that trouble
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