Kraftwerk: Skin City and Polycount have mostly the same stuff. Of course SC accepts a lot of crap but all of the good stuff is available there, too. Many submitters have given up on sending stuff to Polycount because submissions took forever to get posted.
Before polycount hit the dust, there was already 10k+ downloads for the newer late 2004 (and rather bad imo) Spongebob q3 model, so our "audience" isn't quite apathetic and gone yet.
If you write "player model" instead of "player models" the drop is much less and there are much more spikes in the curve (with the spikes probably corresponding to the releases of new games). I think the "decline" might also have to do with the number of PPMs available to the public. Polycount was the only ressource…
Hmm dont think its mainly the lack of interest in costum player models my mates and i always playing our LANs with costum stuff, makes way more fun. Its actually the lack of new models, how many pretty models i have seen that are now just some boring portfolio stuff. And then things like normal mapping and new techolgie…
there are fewer SDKs coming out. with high polycounts and normal maps, it's not as easy to make custom skins. games have dynamic lighting, so creative styles in textures aren't as important. color and lights have to blend well. more guidelines have to be followed to work with the engine's animation system. there are fewer…