@PurpCat Come to think of it why don't devs just build on the FOSS id tech engines in this day and age? There should be plenty of docs and support by now and it runs everywhere without the bloat of stuff like Unity, UE, etc. (most of which is completely unneeded for smaller projects)
@PurpCat @tadano Open Game Art has a few base models that don't look out of place for an OG Xbox game. They could probably work with id Tech 4. This one is licensed under the CC-BY.
https://opengameart.org/content/human-basaemeshes
Unfortunately, most of the other base models go for the low-poly aesthetic.
Part of the problem is that as this Reddit post shows, Valve's licensing department seems to be MIA and users there seem to suggest the best way to obtain a license is to make mods for it first or have "something to show":
https://old.reddit.com/r/SourceEngine/comments/1c68m6j/is_there_even_anyone_left_at_valves_licenseing/
Another post says why: the main guy at Valve in charge of this passed away years ago and so now it's a matter of "I'll ask X about it":
https://old.reddit.com/r/SourceEngine/comments/8mssei/comment/dzq3774/
This is as opposed to modern engines which have very clear terms for small devs, like UE5 and Unity (which you can see why they're the engines of choice) or FOSS stuff like Godot or Monogame (more of a framework tbh).
Also good luck getting a UE2/3 license, I know it got weird when Epic discontinued UDK downloads for that even and they really want people to use the latest UE now. I've heard that there's license encumberment with those engines possibly too due to the use of third party components.
ID Tech 4? ID Software could get shut down by Bethesda/MSFT tomorrow and you could still use it as long as you respect the GPL (so no console releases ever, but consoles are dying). It's the same shit with the Torque engine, where GarageGames is defunct and yet commercial games still use it because of the MIT license.