With 3ds max, I can save the skin modifier's envelopes (for rigging) then load it to another model. It's possible it won't take a lot of work. As for the def, material, and whatever else, those'll be a lot of work (at least for me). Yikes, I already learned quite a bit the last three days Also, it there a chance to use the skeletons and animations from vanilla d3? That would save a lot of work. With 3ds max md5 import/export plugins, they can import everything. Skeletons, skins, etc. Rigging would be easier with the saved skin envelopes. And yet another question: Does d3 share animations between models? I kind of like the system used in unreal-based games. T3, for example, has the same skeletons and animations for most of the human AI. Good grief, just another thought, I remember a post on some forum that the Dark Mod team has a dvd full of textures. Whatever happened to that? The 0.003 alpha seems to have very little in the way of textures. OK, I think that's all the questions/ideas for the moment