What are you working on?
Moderator: InsideQC Admins
lol alrighty. should hit me up if you need any help with modeling. iv been practicing a lot lately. i havnt any real projects as of yet. mainly ideas -.- . so im looking for more practice. right now im best at prop and weapons.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
My main computer still FUBAR'd (mobo and/or CPU died, not sure yet), and also I was off for a week visiting my family, so unfortunately hadn't worked in any HUD stuff
. Since I'm restricted to my old and impaired notebook, I hammered QME and QuArK and got this:


I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
That looks really good frag.machine. Are you planning on adding arms? I think it'd be cool if people made their own player models to use.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Actually, the first version used to have arms...
But a 2000 polygon .mdl isn't exactly engine friendly.
(the problem actually was the excessive number of spheres, but when I restarted the model I wanted to make something different, then I chopped the arms off).
But a 2000 polygon .mdl isn't exactly engine friendly.
(the problem actually was the excessive number of spheres, but when I restarted the model I wanted to make something different, then I chopped the arms off).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I'm gonna start on my player model tonight I think.
It shouldn't be to hard to knock 1000 polygons off that model...
It shouldn't be to hard to knock 1000 polygons off that model...
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
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