
MadFox
#31048 posted by
mankrip on 2019/05/25 01:20:29
QuArK sucks for modeling. It splits the vertices shared between the front and the back sides of the texture, making the model filesize larger and killing the gouraud shading across front/back seams.
The 3MB thing, however, seems to be an issue with triangles having both a backside and a frontside.
(triangle backside&frontside isn't the same thing as texture backside&frontside)

Right
#31049 posted by
madfox on 2019/05/25 01:45:51
thanks for your answer mankrip.
I'm allready glad I catched the models with Qwalk. Sad I don't understand the manual of Noesis. It seems there are not many Q1 model converters.
Yes, QaArK ain't the best model studio.
Got to row with the peddles there are at hand.

Hehehehe...
#31050 posted by
Izhido on 2019/05/25 02:25:02
With Oculus Quest out in the field, I’m wondering, given the team behind the hardware and SDK, what would happen if somebody like me or you guys attempted to publish one of our engines to the Oculus Store 😂

How About This
#31057 posted by друг on 2019/05/25 16:38:45
Create a thread of your own where you can rant about otr and post drunken burps one title at a time while the other threads on this board remain clean and on-topic!

Quake Models Are Shit !
#31061 posted by anonymous user on 2019/05/25 22:23:38

Who Is That Anonymous Shitmodel?
#31065 posted by
madfox on 2019/05/25 23:13:33
Sorry, wrong beef thread.

#31061
#31068 posted by
Izhido on 2019/05/26 02:32:17
Tell us something new.
Odd thing is, shitty as they are, they fit *perfectly* with the mood and setting of the game they’re in. So, ironically, they being shitty is exactly what makes them perfect.

Ever Thought Of The Idea
#31069 posted by
madfox on 2019/05/26 02:49:21
that how more minimalistic a model is, how harder it is to obtain a decent appearance?
#31070 posted by
mankrip on 2019/05/26 13:06:37
Not all Q1 models are crap. Models such as the death knight, the enforcer, the vore, and the scrag aged pretty great.
Stuff like the shambler and the ogre is a blockyfest. And that's not due to being low poly, but due to poor topology. I've optimized the polygons in most of the game's weapons, and found lots of pointless triangles. In many Q1 models it's actually possible to get a better visual quality using less triangles.
The shambler was one of the very first models created for the game, so Kevin Cloud clearly improved his work on the later models.

Finland Won Hockey World Championship Just Now!
#31071 posted by
Esrael on 2019/05/26 22:53:01
TORILLA TAVATAAN!

#31070
#31072 posted by
killpixel on 2019/05/26 23:32:53
I wasn't aware Cloud did the models for quake. I wonder if he did some of the models for Doom3 as well...