if you go into: SourceMods\name_of_mod\materials\VGUI\chapters youll see chapter1, chapter2, chapter3, and so on. change the image to the image you want, thats it.
just remember to rename your root bone to "valve_bip01". otherwise the engine wont know how to place the model in relation to the world.
yes, the animations are all packed into seperate mdl files. if you decompile a human mdl, you will see in the qc these kind of lines:
$includemodel...
if youre talking about hexxing, you must be from the gmod or phw forums. there are many toots on those two forums about how to make "clit.mdl becomes shit.mdl" which is what you are probably trying to do.
well, you can use the max biped, as long as the pelvis bone (bip01) is renamed to the valve name. the problem is that you wont be able to use any of the valve animations. if you create youre own animation sets, and reference the model to use said animation sets when you compile the model, youll...
aw, come on, you dont need a tute for that.
maybe a tute on getting max biped anims (bip, bvh) to work with the valve rig.....that would be a nice one.
yeah, I've droped the loop count by half on the legs, but I'm keeping it at 12 sides. the shoulders dont need more loops, I've finished the mesh and rigged him, and the deformation is fine in all actions
I used this tutorial: http://www.poopinmymouth.com/process/character_tutorial/character_process_page_2.htm
to get the hang of doing it, (the best tutorial I've seen), and then just a lot of practice.
crackhead sent me a few pictures of a fat guy to make a model from. here he is. need to finish the skinning, but I'm not in a great rush with it.
this is how he started:
to this:
with basic colouring:
and compiled, and in model viewer:
well you could start by opening max, looking at the top right hand corner at the button that says "help". clicking on that will reveal a users guide and beginers tutorials. thats probably the best place to start.