For starters you need to remap the textures into one texture from the mesh, then it's a factor of just following the general Revelations modding tutorials for importing new meshes with Blender or 3DS Max.
I can't really be of any assistance with the Blender sort of thing, but there are guides in the thread for either script base.
Then you have to export out in a format like FBX to retain the LOD groups, UV maps and so-on. Then it's a factor of rigging out and porting to the game following the guide for either script.
The Blender one can only handle 6 and Revelations back and forth. The 3DS Max one, however isn't in the same restrictions but some versions of the scripts are buggy and break meshes on export when done correctly. Then the rest of it, you can reference one of the tutorials like this one -
And for Revelations specifically, they need to be on a single texture, so if you don't know how to do that then you'd need to basically do something like this in whatever 3D software you're using -
A lot of this was spread across the forums within the model script topics.
Last Edit: Mar 28, 2017 17:09:39 GMT 10 by Overseer
I did two tutorials dedicated to Resident Evil Revelations 1
The first tutorial is for you to do a remap in the textures because there are many 3d models that have many textures and in this tutorial I teach how to reduce the textures leaving the models with only 3 textures or even if you want can leave with a texture.
Already the second video is the process of importing the mod to the resident evil revelations creating the mod the part of a common 3d model. I hope that helps.