Of course, my mistake. Naturally then head variant 5, conehead, would be C0-N3:
Once again, still haven't figured out what to do with the inset panels around the base of the head, so those are just a dark grey placeholder for now.
So that's all the base textures for each variant done. Now I just need to add a couple of colour variants and then I can spend hours pulling my hair out trying to get them to look half-decent in-game.
Edit: Since I am no longer restricted by the original animations, I figured I might as well expand on my addition of the rear wheel animations and tackle one of the things that has always annoyed me. Namely, the lack of a door on the probe arm bay. I had to leave it open when I originally designed the model to use the vanilla animations, but no longer!
Although I probably should have made this decision before doing all the bloody textures.....
Edit 2: I've added the probe bay door animations:
The rear wheel animations need some tweaking (and I think I missed one). I used TCB rotation, which was a mistake in hindsight as it made a real mess of the interpolation between keyframes. It might be simpler to re-do it from scratch rather than try to clean up the existing anims.
I'm also half-tempted to actually add a proper manipulator arm like R2 has on the lefthand side, seeing as the existing "probe" is basically a welding torch. Not sure he should be poking that everywhere. But I think I will desist for now. Maybe that's a project for the future.
Edit 3: Of course naturally I can't help myself...
Order now for a complimentary integrated data spike, for all your slicing and people stabbing needs: