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Modelling Help\Screenshots\Requests
It has always been difficult to get decent models for quake 1. So a thread where people can get advice on making models and post a work-in-progress for critiques is long overdue.

Any requests for models may well get met with silence. Specific requests will likely stand a better chance; "I'd really like a knight but carrying a shield" might be better received than "we need a mdler to join our mod remaking counter-strike for darkplaces".
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There was a high poly one that looked good, cant remember where to get it now though. I think just turning some of the texture detail into actual geometry detail would be enough to improve it. 
Dunno 
 
I'd say that's an improvement. I guess it's preference really. 
#1402 
That's the best solution I've ever seen. Now it's just a matter of adding a small rounding around the edges of the darker gunmetal parts, and it'll be perfect. 
 
I think rounding would be too much. I'd rather leave it as it is (inlaid wood, simple corners), otherwise I'll have to do something with other models as well. 
 
You could bevel top edges. 
 
I know, I did, didn't like it. 
Khreathor Is Right 
What I meant is to bevel the edges. I didn't know the "bevel" word yet, I'm not a native English speaker. 
Latest Updates And Shit 
https://drive.google.com/open?id=0B9DxOfPvG2G1VmI4ck5HcHZ1Ymc

Axe seemed to have a potential to be a giant pain in the ass for a relatively small gain, so I decided to postpone it and go straight to the software mode testing stage. Some of the models crapped out much worse than I predicted, but I fixed the most glaring issues by adding redundant geometry.

Fixing the less glaring issues would require adding even more crap and mangling the shit out of skins. I felt bad enough while applying the basic fixes, so I probably won't go any further.

Compatibility issues always cheer me up. 
 
Liking the update so far. I think the bevel works well on the GL. 
Fitting Model Boundary's 
After days of tinkering in MAx3d I begin to remember what it was to import a quake1 model.

One is to find the right dxf exporter with quads.
HDXFEXP Export PlugIn
Designed (X) 1999 by hab.

Then after boning the model it seems as if the attachment won't bring up an animating scene.
The bones animate, the model also, but the animation bar won't respond.
It seems I can't make keyframes odf the imported mesh.

So I'm saving every frame for free, which is a rather long way for a pose.

But yes, I can add new models to an excisting original.
stupid ogre 
Dents OK? 
http://images.imgur.com/3nldAfK.png

Ironically, I spend 90% of my time tweaking things that 90% of people will never see (this is a FOV 110 screenshot). 
Dude... This Looks Fantastic! 
Now someone should increase brush count on all vanilla maps. 
 
Just wondering if there is any updates coming on mods or anything, that shotgun looks like it should fit in quite nicely mega/super super shotgun. I'm not saying that ad mod's version isn't good or anything, but feels a bit out of place. It's interesting to know that many of those guns were actually scanned, and they scanned mostly toys when id was working on gun models, so I can't say is that the most professional way to do it.. but I guess that can make quite unique guns. 
 
I think I preferred the symmetrical one. Actually I thought you were pretty much down with the models, I've been using them! 
 
I'm mostly doing compatibility tweaks now, but sometimes I see less under-the-hood things I'm not entirely happy with, so I change them as well. 
Fucking Lol 
 
I Love Game 
 
"boning The Model" 
I laughed. Sorry. I have a dirty mind. 
 
you need boned
 
Heh heh! Is that the same skeleton (recolored, it seems) that's in your Veni Vidi Fuzzi map? 
Snowflakes 
Static entity of 124 snowflakes on a 512x512 dimension.
Still a small glitch, but if I succeed to break the symetric patron
it could have a flakey environement.

Flakes are 8vert/12tris, the demo model of qmle.
Now there are 21 frames but it could vary to more.
If I lower it to half I could dazzle 248.
Hey Shambler
 
I'm afraid it will break when interpolation is enabled. First and last frame will do a weird interpolation, but I may be wrong. 
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