>>291130961
You need models rigged to the UE4 skeleton for them to work in Pavlov. The reason they looked so bad in anime dust 2 was because it was the most crude attempt to convert models designed for MMD rigs and shaders to UE4 and the map had no lighting. I heard that there are plugins to make rigging a model for UE4 easy but they might still look soulless ingame. Visible details like helmets and armor can be toggled and are better turned off unless your model is very similar to the default UE4/Pavlovman.

>a collaborative /vrg/ Pavlov map
This would be a -one man makes a map while others give feedback- thing or it would fail. Passing around entire projects in UE4 fucks things up fast and can corrupt way too easily, you'll suddenly hit a bunch of errors upon build and have to reimport the whole thing to a new project. Others would probably be willing to contribute ideas, models or textures but it needs someone doing most of the work on their own. If you think it's worth a shot then you only need to start blocking out a map and I believe people here would be willing to playtest the layout.