Thanks, Gunner! This is actually looking pretty sweet for what I have in mind. Two questions (well, two and a half) that I can think of right now:
1. Do you happen to recall the parts which were made individually as opposed to the ones that were through the armor scaler? Once I get the right UV mapping for, say, a male chest, I'm going to want to save off those UV maps and apply them to as many of the same chest as possible. If two chests have a different number of vertices, that process won't work.
2. Speaking of armor scaling, which process did you use- the NWNArmory .exe or the script (I believe there's one) in NWMax?
3. This last question is more meta: The way you released the parts is very nice to play with because they're freshly modeled with lots of rings if I need to deform stuff, like puff out part of a bicep to replicate a rolled-up shirt sleeve. If I can get the UV mapping to work, I'm probably going to try to reduce some of the triangles by merging some of the coplaner faces- I think that's the term, where four triangles could be reduced down to two because the angles between them aren't that different. Did you avoid doing that for any reason related to lighting problems over the model or anything like that? I'm definitely not complaining, I just don't want to optimize them and hose something because I don't understand the implications.
Thank you very much for contributing this work to the community! '>
Right now, the files I have from your Vault submission should be more than adequate. Thank you for the offer of more materials!