I also thought that normal maps would be good enough, but I didn't know if the game supports them or not, so I just put them there.
There is no problem for me to create a normal map.
Please do not forget that it needs to have the height encoded into the alpha channel for parallax mapping in UFO:AI working correctly.
Currently model normalmapping has some minor issues in-game though, but I am quite sure those will get fixed soon...
For what reason does the head needs to be seperated? And I don't get the "for detail views".
All our actor models have their heads seperated from the body, the head not being animated.
If you start a Skirmish game you can see only the heads in the soldiers' selection - the current bloodspider model shows its cube (lol) here (the invisible small cube attached to the main model).
There shouldn't be a problem on creating LoDs, but are they necessary? Crystan told me the current polycount would be good for distance. But on the other hand there isn't much to improve on the model through more polygons.
No, creating those is not necessary. In fact your model would be the first to use this possibility. But the possibility and theoretical functionality to support 3 LoDs is already integrated in UFO:AI and is planned to be used for future models...
Because MD3 file format needs to have tris for polys and no quads the new polycounts are 1060 for the small and 1260 for the big one. Booth counted without the eyes (as they will be removed).
I don't know how much the engine is cabaple off, but maybe I should create lower poly LoDs given this new fact.
So are there any recommended values for the LoDs?
Around 1000-1500 tris is quite perfect for actors like the bloodspider.
You have to judge yourself which values would make sense for the LoDs.
I would suggest one version with less (for very distant views) and another with more tris (500 and 3000 for example)...
Can someone give me a list which animations are needed/wished and the frame length?
I've take a look at the current model and to what I can see there is walk, attack and two death animations.
But maybe there are also new wishes for animations, or maybe I overlooked something?
Sorry, I cannot. But I would like to see several different death animations, maybe also different methods of attack (currently bs is using 2 attack methods, but just 1 anim iirc), eventually run and maybe some equivalent to crouching would also be nice.
Maybe someone else has more suggestions here...
You can take a look at the .anim files in base/models/soldiers/male (txt files) to see how the engine determines which animation to use.
The number of frames for md2s is limited: 512
The number of frames for md3s is limited also: 1024
As for using booth, Crystan linked me some articles in the wiki and I read about a combat bloodspider.
I would say that the big one would be the weak one which carries blood and organs, and the small one would be the combat, because it doesn't need the blood collecting stuff and is more agile.
This is a very good idea.
I am looking forward to seeing your model in action...
P.S.: Welcome to the forums