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My scrag model.

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  • Shambler234
    replied
    Originally posted by talisa View Post
    looking good

    the mouth kinda makes me think of this though right now as it is in early WIP-state


    but im sure thats only cuz its an early WIP
    I had an idea to try to make it look like female genitalia.

    Leave a comment:


  • talisa
    replied
    looking good

    the mouth kinda makes me think of this though right now as it is in early WIP-state


    but im sure thats only cuz its an early WIP

    Leave a comment:


  • Shambler234
    replied


    Hadn't forgot about this.

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  • Tea Monster
    replied
    I use this script with Blender 2.66a. Make sure you have an active UV map and you only select the mesh that you are exporting.

    Leave a comment:


  • Shambler234
    replied
    Ok guy's my MD3 exporter for blender isn't working it freezes it (blender).

    Leave a comment:


  • Tea Monster
    replied
    LOL, don't worry about that. That is really good for a new modeller.

    This stuff does take time and there is a lot to learn, so take your time and if you need any help, I'm sure people here will help. You are starting off well.

    Leave a comment:


  • Shambler234
    replied
    Originally posted by Tea Monster View Post
    The model has promise, but I have to concur with what Mad Gypsy said. Proper edge flow and poly count is important and will generally make your life easier in the long run.

    It's great to see some more Quake models/modellers coming on.

    Keep at it!

    I used MD3 for mine and it works great and there is an exporter that Drek made for blender that works really well. I don't know if it works with the latest version of Blender. you may have to open it in 2.66a or 2.67 to export.
    I'll try to do better, but I'm pretty new so it will probably take time.

    Leave a comment:


  • Tea Monster
    replied
    The model has promise, but I have to concur with what Mad Gypsy said. Proper edge flow and poly count is important and will generally make your life easier in the long run.

    It's great to see some more Quake models/modellers coming on.

    Keep at it!

    I used MD3 for mine and it works great and there is an exporter that Drek made for blender that works really well. I don't know if it works with the latest version of Blender. you may have to open it in 2.66a or 2.67 to export.

    Leave a comment:


  • Shambler234
    replied
    nice, but i know md5 format not so good. can i save md5 together with anims? i think md3 is enough good.
    I'll be using mainly MD3 models seeing how they are easier to work with.

    Leave a comment:


  • MadGypsy
    replied
    Originally posted by Sza
    get a life
    OK. I'm on it. Thanks for the advice. It never occurred to me to "get a life". I'll BBL, I need to go sk8 with some friends before I go to work followed by a little girlfriend time and wrapping up with seeing what you fokers are doing, while I simultaneously program a future for myself.

    Pssh, who has time for a life, I have all this life stuff to do.

    :bored:

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  • talisa
    replied
    Originally posted by golden_boy View Post
    Iqm!
    what i was gonna say! use IQM which supports skeletal animations

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  • golden_boy
    replied
    Iqm!

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  • Sza
    replied
    nice, but i know md5 format not so good. can i save md5 together with anims? i think md3 is enough good.

    Leave a comment:


  • Shambler234
    replied
    I just found out Darkplaces support up to MD5 files.
    Sweet.

    Leave a comment:


  • Spike
    replied
    quake engines don't care about the actual extension for model formats.
    if you save an .md3 with an .mdl extension (just rename the file), the engine will still load it just fine. the only real issue is with tools that don't do the same (or that support multiple export formats and choose the format based upon the extension specified - just rename it afterwards in explorer or whatever).
    (this of course is assuming that the engine you're trying to load it in even supports the .md3 format)
    a few engines make assumptions for replacement textures based upon file extensions (ie: strip the extension and add a .tga) which may result in conflicts.
    generally its better to get the qc to just name the right file, but that's not always a choice if its a simple replacement.

    Leave a comment:

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