Considering I lack the resources and skills to rig and animate these, it's they're going to be unplayable until somebody makes me an offer I can't refuse. It's the sad truth.
Uh huh. Aaaany time you're ready. ...Well? I'm waiting.
Noise in the textures is definitely coming. I also need to tweak the hairline and shaved parts of the engie, along with doing some other teaks. I still need to play with the AO, honestly. I've just been slapping it on at 75% opacity and not thinking much about it.
I don't know if I'd be able to handle doing all of them, but I'm just going with the flow and seeing where things are headed at the moment. I won't shy away from getting them all done if I think I can do it without going nuts.
The neck is a pain in, well, the neck. Some of the TF2 characters have longer necks than others and they're proportionally different to their heads, so figuring out the right proportions for this stuff is a bitch. I'm not above making changes, though.
Like I said before, I dunno that I currently lack the software and knowhow to get rigging or animation done, so it's off the table for now. If Valve wants to use them, though, I'd be more than happy to fork over all the source files.
Maybe. Except I refuse to make any weapons for these unless absolutely 110% necessary. Getting the weapons done for the Polypack contest was a pretty huge undertaking, so it'd just be murder to add on top of doing the character models.
Hokay. Got some work done on the soldier. I still need to retopo and finish up the head, but the body's looking alright. I think I'm going to try an experiment with the beard and hair textures, but I dunno if it's going to work. We'll see about that when I get to the texturing stage, though.
The uniform is based on Confederate Officers' uniforms from the Civil War. I figured that the soldier in the group shot looked enough like Stonewall Jackson that it'd fit pretty well. I'm not really excited about the design so much, though, so I'm going to keep massaging the proportions until I'm satisfied with it.