>>10467455So, after eggman, we went with rratler. You might be able to tell he was the first real attempt at vertex positioning since his model is kinda jank around the shoulders.
And here we learned some valuable info. You see, to make posing easier, we decided to try exporting from the preview window for character entraces, since we wanted a T-pose as to not have the arm clip into the side of the body and make it easier to poseNormally, we'd just do it form the character creation screen.
And we learned something.
If you export from the character creation screen or in an actual match, you get a nice little egg and everything is fine, aside form the 2K jank of models being massive, away form the origin, multiple models, etc.
when you do it from the entrance preview screen, however...
The entire model turns inside out.
I have no fucking clue why.
so, the only way to fix this is to basically join the entire model together and then mass invert the whole thing. which loses out on the ability to 'easily' position (well, easlly for vertex positioning) the arms and stuff because they used to be separate parts but are now joined together. In the mean time, I can actually work with a correct looking model by turning on or off backface culling.
This doesn't actually fix it entirely though. Some of the inverted parts are actually facing the right way, or some parts are actually just one way for whatever reason... So we use a work around by hitting double sided on the model so those parts are no longer transparent from one direction.
From that point, the process is about the same as most others. Move and scale the model, rotate it 270 degrees because for whatever reason they import facing the wrong way, Go through the exceedingly tedious process of finding the texture for each individual part of the body, dropping it in photoshop, exporting it as a PNG, dropping it in
paint.net, scaling it to 2048x 2048 and exporting as a DDS, going through the annoying process of scaling the UV maps to match the new full body texture I just made, importing the medic model, vertex positioning to match the medic model's position as close as possible, transferring over the weights, and then exporting.
There is... a lot I skipped over still. But those are probably the biggest issues that come to mind when working with the 2K models. Stuff like The UV textures, the doubles issue, how to actually rotate the arms to not look jank, figuring out how to fuck to select and position watamage's coat without looking incredibly jank, the eye texture issue, the fucking hair textures not actually working with the UV map, etc etc.