I wish the West had a Arc System Work's equivalent. :s Photorealism is cool, but it's equally as nice seeing developers push stylized visuals to new limits. Lab Zero Games and Studio MDHR are possible contenders, though what makes Arksys special is they're literally getting 3D polygons to match 2D artwork.
Any of the following would be awesome: -Commander Keen -Megaman 2/3 -Mdk -The Dark Conjunction (early ACE Team project) -Black Mesa Source (so log as we're wishing for things) edit: Goldeneye. Forgot about that one.
Should have continued: Outcast (there is a remake MOD for UDK I think. Coming soon. That'll be fun - EDIT: open outast, crysis wars mod http://www.moddb.com/mods/open-outcast) MDK Destruction Derby Carmageddon Dungeon Keeper (which is continuing as an MMO in Asia I think, but thats not the same) Every Bitmap Bro's game.…
Well the animations aren't stored in the weapons under the c_models directory, they're actually stored in the c_<classnamehere>_animations, this is the model that actually has the animations. It has all the firstperson animations for all weapons for that class. so you can imagine its a pain going back and redoing all those…
Some work I've done using the toolbag. turntable movie [ame]http://www.youtube.com/watch?v=BWmZvl6AWkA[/ame] Turntable movie [ame]http://www.youtube.com/watch?v=dfkXDsEwlTI[/ame] Turntable movie [ame]http://www.youtube.com/watch?v=mdsuPT3Ms9A[/ame]
The comments about your art cover pretty much what needs to be corrected. The website though. You have way too many pictures of turnaround of your character. You could get rid of all these, or make one beauty shot + one picture with differents sides. There is too much scrolling at the moment. Use bigger pictures if you can…
looks like a good idea overall. I would suggest to concentrate more on making a finished (textured and shaded) piece of every element of the environment for the sake of test and evaluation. For example a wall and roof portion of a house and a part of submarine wreck shell. Since you are learning the engine I would suggest…
U can decompile dir_1.vpk and get models. Look at this http://www.cyborgmatt.com/dota-2-model-viewer-guide/ After step 4 u should decompile .mdl and get smd from there
If you just want to import character models for reference, check out the source files in the first post of the TF2 hats and stuff thread. Contains obj files. Otherwise... I'd look for conversion to obj of any sort of Valve mdl format, using another program (possibly Blender). edit: Fuck, didn't realize there was a…