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You're welcome. I hope you find a model to your liking.
As a rule of thumb, when looking for replacement content, browsing QuakeOne.com forums is the way to go.
Last edited by bfg666 (2016-09-20 11:10:09)
Hey Laura..,
I'm working on a quake1 female player with seven.
Here's a really nice one.
home.kpn.nl/lo2kf8/quake/models/Q1cory.zip
And now were on the subject bfg666..,
How's your homework with the abandon maps?
Or are you just trying a little harder to start on your own ones?
:P
Hey Madfox!
Actually, I've put Abandon aside for the time being, for a couple of reasons:
1) the new map jam theme gave me some ideas and I'm making a map visually inspired by Frank Miller's Sin City graphic novel.
2) the rest of my Quake time is currently spent beta-testing a bunch of RTlights for BloodVengeance.
But I'm not... umm... abandoning Abandon, I'll get back to it when I'm done with the other stuff.
Back on toppic
before I lose my homework blaming others they didn't.
:P
catwoman.
Last edited by Madfox (2017-05-20 17:06:08)
Nice model, but what's with the almost white gloves, boots and whip?
My homework.
You mean they're not finished?
Developping a new model takes a lot of time. It is divided in roughly four stages: base model - animating poses - texturing - qc.
There are not that many female players in Quake, as if amazones stay away of the agression male players seem to have.
This one I made sure it had a base model that would pronounce female propotions without getting too bitchy.
In setting up a model there's the rule: how less triangles the better it will performe and how smaller chance is there will occure collapsing triangles. Also before starting make sure you have a good editor to work in. Max3D is great, but the manual is even harder.
The second stage is animating, which is the movement of the base model, and the regular poses it needs to have comforting Quake's environnement. It's a harder case, because within eight or 16 frames a model needs to comply to a realistic behaviour.
Much can go wrong because it's not only a realistic animation one needs, but also keep in mind the frame editor works with a 512x512 grid.
This means that a movement can be giving a realistic shape, but the editor will slice it back to its own grid.
With this "catwoman" I created a fine whip, that twiggles and turns, but I have to take care the grid won't turn it into a chunky limp.
The third stage is texturing, which is my bad ancle. This because the quake pal is that dusty brown it takes a lot of time to do it right.
And even when it looks right in game it can turn out to bleached or overbright. I made some static entity's that were made in a couple of days but texturing took me weeks. I know a great factor is the dark palette that make look coulors of different kind in the same gamma so discordently strange. It might be said texturing is an art of its own nature.
Finally there's the qc part to make the model go, and from here I can't say much as it is also another branche of the tree.
It is possible to make the model act in the most fantastic ways, look at that vormit ball and how it chases the player!
I made a monster in a shape of a cube of 64x64 idle pose and made it come alive like an end boss. It worked perfect, but the moment between the idea and the result were a battlefield. It learned me a lot about qc, but my prime moments back in '95 when I thought a progs.dat of 600kb would be learned within a few years has drawn me back into decenia.
So indeed, the model is not finished.
Work in progrez.
:P
Wow, thanks for the detailed explanation, even though a simple "no" would have sufficed ;) That's some dedication for an unpaid work!
Ring ghost of Tolkien starts looking for Quake's Ring of Shadows.

Last edited by Madfox (2017-05-20 16:13:34)
After working on a Startrek mod for quake I needed some players.
So for the captain's log I created a ferengi.
Now he is a fine tribute for my years working with Quark!
