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  • Best model/animation tutorial

    i can model and all that but i dont know how to use anything i make for quake so far... i use milkshape for modeling... if there's anyone who can help me please say so thanks!

  • #2
    Ok, first off I haven't made any animated models myself. Yet.

    Really, first I'd ask the Kurok guy what he is using since that is really a top-notch job he did.

    That being said and without knowing those answers, here is what I do know.

    GMax is free and I've done a few of the tutorials and after a few it becomes REALLY easy to use. I love it. The precision and flexibility really make Milkshape seem sucky to me.

    The export of Gmax models to Quake becomes somewhat hassle free after you pull it off 2 or 3 times.

    However, I like very structured programs so anything close to resembling Auto-CAD that lets me work on things semi-mathematically if I choose make me happy. I guess some really nice models have been hammered out in QME of all things so there isn't a right way or a wrong way.

    Looking at different people who have successfully made models:

    1. Preach has made a lot of models and he uses 3d Max Studio which is nearly identical to Gmax. 3D Max Studio costs $500, GMax is free and both have exactly the same interface and were made by the same company.

    2. At least one person at Inside3D uses Blender, Leilei (who used to have a different name) who made Open Arena's models. Blender's interface is confusing as fuck to me, to be quite honest.

    3. Milkshape is like something better than QME and worse than GMax to me. It costs $25 but I think you can use it 30 days before deciding on that.

    I'd recommend this tutorial by Preach:

    http://www.quakeexpo.com/booth.php?id=32&page=79

    Then after you do that, do the tutorials that come in the Gmax help files. It *really* helps.

    When you do a tutorial you DO IT ALL or you don't do it and follow instructions to the letter. If you don't, you will make things 100x times harder. After you do stuff 2 or 3 times, it becomes a lot easier.

    The above obviously is my opinion. The GMax to Quake process outlined in the Preach tutorial works but is hard the first few times. And then it isn't.

    I don't fully understand the Milkshape to Quake process, but enough Quake models have been made with that that someone knows (at Inside3D). They (Milkshape's developer) have a forum and do searches for "Quake 1" or ".mdl" and if you make an effort you will find instructions.

    QME is the simplest to make models and the least flexible. Seems better for editing models than making them.

    But, keep in mind I have made a grand total of 0 animated models.
    Last edited by Baker; 09-24-2008, 02:49 AM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      oh boy,goodies

      when do we open presents?

      I enjoy the prospect of new models/textures being applied.
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #4
        well, im fairly good with milkshape its Interface has been most easy to learn and iv learned to work around its flaws to get the best product i can with my skill level.
        something i made in milkshape





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        • #5
          woah

          FISH HELMET!!!!

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          • #6
            more like evil dragon head helmet lol....

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            • #7
              hey found this while browsing the living crap outta google, checking it out now to see if its a good tutorial.

              http://modeling.planetquake.gamespy.com/

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              • #8
                Ok, this is raining on your parade just a little ...

                First, awesome model and nice skinning.

                But ... in my experience the PAIN is getting the model from the modelling program to Quake.mdl format.

                Don't celebrate until you successfully convert it into fishhead.mdl and can load it when you start up Quake.

                In my brief experience, getting models into Quake is a brutal process until you've done it a few times. Milkshape's process seems like a pain in the ass, but maybe I'm wrong.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  i can just export as a 3ds or w/e its what most tutorials call for, my issue is i keep getting weird errors and problems with my uv's/skins (which i know to use the quake pallet)

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                  • #10
                    Originally posted by ceriux View Post
                    i can just export as a 3ds or w/e its what most tutorials call for, my issue is i keep getting weird errors and problems with my uv's/skins (which i know to use the quake pallet)
                    Yeah, but keep in mind that is just a long way of saying you haven't got it to work yet.

                    The difficulty of converting the models to quake.mdl format is something that shouldn't be underestimated.

                    It's a major weakness of Quake, really. And is one reason I mentioned the Preach GMax tutorial that actually works if you follow each step.

                    I *do* hope you get it to work. I'm just pointing out that the one thing when dealing with Quake is actually being able to get a valid .mdl from something.

                    /The difficulty of getting models into Quake is something I view as a major problem, as you can tell.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      yea, it seems to be a big one... i have gmax and and import what ever i make from milkshape into gmax is all im saying, i just dont see the difference between the two. i mean other than i think milkshape uses tri's and gmax"3dsmax" uses quads (maybe thats one of the issues im having?) cause one of the weird errors i get has to do with the vertex numbers not matching or something....

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