1.) texture the models;
2.) optimize, intersect, smooth group and clean them up;
3.) group moving parts, set child/parent elements;
4.) export into CMP properly using the 3ds Max 2008 method;
5.) do the MAT files with proper compressed DX1 .DDS textures if need be (else point to correct ones);
6.) do the hitboxes properly and test in-game, as well as integrity-check in Milkshape, verify number of groups;
7.) test each one in-game, verify they work and don't actually crash the game;
8.) send us the package for implementation;
... and everyone will be happy. We DO NOT accept half-done, unfinished, untextured and untested models in the Model department, period. Nor are we obliged to finish anyone else's work.
Also. If you continue flaming @Durandal just enough times, the Model department CAN end up becoming emptier than the vacuum of a LED bulb. And I sure as hell won't be stepping in to lead it, I promise you that. Do people even read their own comments? Is it just me who sees the major ungratefulness all around, directed toward the model department (which happens to be the LEAST populated one for that same reason + the added complexity of work)?
FYI: Justin is the one who fixed and exported the Deimos, plus he finished and prepared OTHER ships for next patch. Mere months ago he brought you 2 unique, animated, high-quality toys he himself created, in the face of the Benzaiten (GMG VHF) and Interloper (LH Gunship).
Last but not least, that thing here: https://p3d.in/QWvvo Yeah, honestly, forget it. It is an insult to the quality we strive for. We didn't make it and we certainly don't feel responsible for its poor quality. If people can't be arsed to finish and quality-check their stuff, then don't blame us.
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