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>> No.5189289 [View]
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
5189289

Does anyone have a more up to date tutorial on 3D modelling or texture editing for the original Quake? I've been using the Tome of Preach, which actually works, but recommends GMAX, which was outdated in the early 2000s, let alone now. I also have little idea on how to work within Quake's color pallet when making textures, causing most stuff to assume the wrong colors when designing.

I don't know how to backport stuff with Blender, it seems like the addon I downloaded for it doesn't save things in the correct format, and I haven't even started with animation yet.

>> No.3978839 [View]
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
3978839

>>3978828
I tried to model the shotgun from Fallout 1. Sadly, I have failed tremendously.

>> No.3740226 [View]
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
3740226

>>3735308
What's the best 3D modeling program for Quake 1? Tome of Preach says gMAX, but surely there's something newer by now?

>> No.2125965 [View]
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
2125965

>>2125820
I actually thought 3D modeling was pretty simple when you learned the basics, at least from an academic standpoint. I first learned on Quake 1 though, and while my models weren't great, they were at least functional and had animation frames.

I don't think modern 3D games use that style though, on Quake you had several "positions" (frames) of where the model would be during an animation and there was no interpolation of the frames to give a smooth effect. Quake eventually got interpolation, but I'm not sure if future 3D games worked the same way.

For anyone interested in learning 3D modeling for Quake (It's a lot of fun contrary to what you might think), check out Priest's tutorial here (http://tomeofpreach.wordpress.com/qexpo-tutorial/)), developed from his speech at Qexpo 2006.

>> No.1575561 [View]
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
1575561

>Spend hour and a half making a semi-decent looking shotgun.
>All the verticies mess up on export to md3.

I thought I might ask here just in case, since the internet at large doesn't seem to have an answer. What can cause gmax/tempest to improperly export to md3?

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