QUOTE(Caroline @ Jul 12 2008, 05:11 AM)

Bother.
Second question. I am working with Gala, who has a heap of texture maps.
Is it better to use heaps of smaller texture maps, rather than one for colour, one for specular, one for transparency etc? By better I guess I mean easier for those people with lower end computers, as I haven't noticed any difference.
To me it seems better to map it all on one map.
Like Ken said - yes, the less total mb makes it easier for memory challenged computers to handle. Probably also depends on graphics card memory (for experimenting in real-time)? BUT it all depends on what you want to do, and how you want to play.
The one image map method for a model works of course. But for what you're wanting to do - I would think you would want to keep the images/maps separate for the clothes.
That is: isolate those clothing items that you will want to be able to change textures on - eg, belt, shoes, hat, skirt, blouse...make separate decal containers for them, use separate mapping types (planar, cylindrical, spherical) depending on the type of clothing - have image types within those containers for color, bump, transparency, specularity etc -
Then go get your fabric swatches, images,photos, paintings and experiment with replacing the images used for color, bump, etc s), and varying the percent applied, and repeat counts - to start creating fashion statements.
If you have only 1 map per model - either tiled or stamped - you won't be able to play very easily to experiment with different looks.
And if you leave the clothes separate - you will be able to create pose sliders - for little (and big) girls to be able to easily vary the look according to their taste.