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Difference between revisions of "Modelling"

From Quake Wiki

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Make your model in [[Blender]] and then use one of the scripts below to export.
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You can check out the free, open-source [[Blender]] model program pages on this wiki and then use one of the scripts listed there. Otherwise, you could use paid apps like [https://www.autodesk.com/products/3ds-max/overview?term=1-YEAR&tab=subscription#overview 3ds Max], [https://www.autodesk.com/products/maya/overview?term=1-YEAR&tab=subscription&plc=MAYA#overview Maya], one of the others to make quake models the n export to FBX since it also supports animations. You can then use [https://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 Noesis] to convert to MDL or other format supported by quake engines.
 
 
'''OTHERWISE''' : Make models in 3ds MAX or whatever other modeling programs you use and export to FBX (it supports animations). You can then use [https://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 Noesis] to convert to MDL or other format supported by quake engines.
 
  
 
Older programs that still work for Quake modeling.
 
Older programs that still work for Quake modeling.
 
*[https://renep.home.xs4all.nl/quakeme/ QME]
 
*[https://renep.home.xs4all.nl/quakeme/ QME]

Revision as of 08:42, 8 July 2022

You can check out the free, open-source Blender model program pages on this wiki and then use one of the scripts listed there. Otherwise, you could use paid apps like 3ds Max, Maya, one of the others to make quake models the n export to FBX since it also supports animations. You can then use Noesis to convert to MDL or other format supported by quake engines.

Older programs that still work for Quake modeling.