They are. @ ThunderSnake : your best bet is Blender as it's got the most fully featured MD3 import/export scripts now, mainly down to the extended work the guys on the Open Arena project have put into it. I've got some legacy info on my tools page here, but you'll be directed to the AO wiki anyway.
humm... never used Accutrans or .cob format so I can't be that helpful with regards to that work flow. BUT there are easier ways to get models from Max to Gmax using a few plugins/scripts. 3ds importer v1.1 - gmax OBJ importer v1.1a - gmax Quake-3 md3 importer v1.0 - gmax
You”re going to want a proper shader & script solution for decals, anything else is just going to be an inaccurate fudge that’ll quickly have you tearing your hair out theres nothing built in, but this is a good, affordable one : https://assetstore.unity.com/packages/vfx/shaders/standard-deferred-decals-115178
Class Polycount_Filters extends Polycount_UI { local string Voxel; local string Popcorn.Gif; Voxel = Popcorn.Gif; } Just started hacking unreal kismet node scripts together this week, feel free to laugh at my non-programmer artist based assumptions. He may be just trolling now, I can't tell.
martinszeme: Yeah, HarlequiN released Volition's "vTools" Photoshop scripts which can save out multiple groups to separate TGAs based on naming conventions. I've written a more lightweight streamlined similar thing for work but I still need to figure out if I can get permission to release it publicly.
Perhaps I'm using some archaic conversion method, using Deep Explorer, but my OBJs always wind up as triangles whichever direction I'm going in. That script sounds like it could be tres handy. I also seem to get vertices randomly unwelding themselves, but thats generally not that big an issue.
Ditch the WIP (post it once it's done) and ditch the script/pop-up image viewer, like the others said, just go for a separate page with a big view of that image instead. Otherwise, I think your work is good. The HP guns are nice, and you've got some great props in there.
Here at Relic - Basically us level designers do greyboxing/layouts, scripting, encounter design, event setups, and other gameplay related stuff. Environment artists take our ugly greyblock layouts and make them perdy, do all the modeling / texturing / world building / visual stuff.
Are you browsing away from zbrush while this happens? The way ZBrush works is with scripts, and it must always be the main program on your screen in order for it to work properly. When it's pre-processing, just leave your computer alone and go watch some TV. Minimizing/switching windows will stop it.
I think it typically happens when people bind History Step Back to Ctrl-z instead of Undo, because it doesn't happen with the default undo. There was a script Will Fuller wrote that got around this issue. Run it, bind it and forget it ever was an issue. http://www.polycount.com/forum/showthread.php?t=78932