The increased poly count is barely noticeable in most areas and where it is noticeable it's worse then the original model, pointed ends like the fingers and the crotch rag are weirdly formed and there's overall more noticeable breakage when moving (it's really bad on the head).
Yes indeed. While the Source version doesn't suffer this problem, the GoldSrc one had to be rerigged quickly ( or better said, automatically by Milkshape 3D since Blender lately have problems with exported SMDs for GoldSrc ) due the vertex rig limit, which leads to that. This release was more of a little gift than anything else since I did it for Source and since it was just there, I wanted to make it available for GoldSrc as well.
The only good thing I can say about the textures is that since they are on power of two maps the version of OpenGL that Steam Half-Life uses won't resize them, so technically they'll look better then the LD model's, But since you just upscaled with no further edits the textures they look blotchy and grainy.
Consequences of having little to zero skills at 2D art, I just took the original textures because is what I had at hand.
I thought at first asking Sproily and DiamonD for their textures of their version and then modify them to my needs, but I didn't want to wait more for a 30 min job, that's what it is actually this version ( which is not even an excuse ).
It also would have been better to stick the body and head onto one map and have the insides of the head on another, both of them being no bigger then 256x256,
You would lose quality by fusing both in a single texture, and more being only 256x, but I agree that the brain could be either smaller or just within an existing texture.
( It would be debatable if it would really matter with the original textures since they are just upscaled, but with a full new one it would for sure happen ).
the current maps are a mess with lots of wasted space and colors
I could have done better with the UV maps, I give it. Since I focused on trying to reuse the original textures, I sticked on adapting the old UV configuration when a fully new one would have been way better, especially with the head texture. Then again I had no time to remake the textures.
Chrome eyes should be illegal.
I swear I tried, but god, neither the original ones or custom made textures looked good, so I just went with the "classic" solution.
Thanks for the feedback, I will try to improve it but considering I have a map and some code on my ToDo list, is gonna be a miracle if it happens before the year ends.
But for sure I gonna do it, at least attempt to fix the rig and the finger/cloth parts, as well as attempting again to integrate the eyes directly into the mesh rather than being separate ( it was turning too poly on the cuts it was making and I just went the fastest route ).