Prydon Modelling
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Chillo's wit and rebukes may not be as sharp as his rapier, but if they were, Cheapy would be cowering in the corner. I like the models, including the Rapier.
As far as contrast goes, those look fine considering they look to all be in qME shots, and thus would be different in game. Also due to the nature of Prydon, they will be receiving less visual time than a typical mod with new weapons.
Keep it up.
As far as contrast goes, those look fine considering they look to all be in qME shots, and thus would be different in game. Also due to the nature of Prydon, they will be receiving less visual time than a typical mod with new weapons.
Keep it up.
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scar3crow - InsideQC Staff
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- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
- HeadThump
- Posts: 74
- Joined: Sun May 14, 2006 3:21 pm
- Location: Zin
Looks okay, seems to suffer from a high-color conversion to Quake format if I'm not mistaken. As you should be able to see there's a lot of weird purple and such colors which make it look very grainy. If you want to work with converting from high-color skins, I'd recommend you excluding colors in the conversion you don't want to appear in the end product, as well as drawing with colors close to the Quake palette all from the start. (This is how Mauve does if I'm not mistaken, also an excellent skinner)
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Dude, you have the gift to low-poly modelling. Do you intend to make new monsters, too ? I could try to write some QC if you consider to add monsters to Prydon.
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
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