I agree with default, the texture smoothing isn't helping. Let's see those textures in all their pixelated glory! The two things that jump out at me are the uneven distribution of black dots on his microphone, and the non-symmetrical backward and forward buttons. Make sure the top and bottom sides are even.
You can use the missionpack with a base game/mod : +set fs_basegame missionpack +set fs_game YourMod. If you want the the addOn to be the mainGame use : +set fs_basegame YourMod +set fs_game missionpack ... other than that i guess you have to write new shaders for q3a default models.
I guess he wants his colors to look more next-gen by default! You're right about it not being your monitor or color profile though, it's totally out of whack for us to, meaning this is how the video is outputting and not just how you're seeing it. Freakin weird though for sure.
If you are working with 3dsmax there is an option for texture filtering and prefered rendersizes , i think by default it´s something like 256*256 and you have to change it yourself(this is only for viewport if i´m not mistaken) But it looks like maya... do you get the same results if you render the image?
CB doesn't update automatically but reloading the diffuse is pretty easy from the clipboard or after a save. CB defaults to the last save. It only tiles 4 levels up IIRC but that hasn't been a problem. I still plan to check out texturedesk though when i get home.
Haven´t commented in a while, but I just had to when I saw the gladiator. Looks awesome so far. I especially love the proportions and the posture - I know it´s just the default pose, but you can feel his "weight". Would really love to see this one finished.
With unity 2019.1+ you can define presets and then set those as the default values for importing new assets: This way you can make sure that your newly added fbx files will be imported the way you want (with legacy settings) and also other team members won't have any issues.
There are scripts (or feature included by default in some softare), make different UV islands from hard edge or smoothing groups with 1 click. Like "flatten by smoothing groups" in 3ds max. It's faster than manually splitting edges (only on cylinders need to split, because they're 1 smoothing group)
@Voxelope thanks man I just saw this and it made my day. Just like you and your wife I actually work with kids with autism so that really made me smile. I also plan on putting a pattern on the cape but later on in the story this is just a default/starter cape XD.
The unwrap seams you suggest are fine! I would advise not using the default day time/night time stuff that UDK give you as your stuff will look really washed out. I learnt the hard way. Also, nice hotkey. "Shift+N to select none" as this dino is bluuue