Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!

Difference between revisions of "Modelling"

From Quake Wiki

Line 1: Line 1:
 
Make your model in Blender and then use one of the scripts below to export.
 
Make your model in Blender and then use one of the scripts below to export.
  
OTHERWISE: Make models in 3ds MAX or whatever other modeling programs you use and export to FBX (it supports animations). You can then use [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 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 [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 Noesis] to convert to MDL or other format supported by quake engines.
  
 
== Blender ==
 
== Blender ==

Revision as of 09:06, 31 May 2022

Make your model in Blender and then use one of the scripts below to export.

OTHERWISE : Make models in 3ds MAX or whatever other modeling programs you use and export to FBX (it supports animations). You can then use Noesis to convert to MDL or other format supported by quake engines.

Blender

Blender is a free and open-source modeling suite that includes tools for modeling, texturing, rigging, and animating. Using plugins Blender can export directly into many of the formats supported by various quake engines

Blender

.mdl : classic vertex animated format.

.md3 : A more precise mdl used in quake3.

.md5 : Used in doom3 & Quake Rerelease.

.iqm : opensource skeletal format.