

attach them to each other) as long as they remain a part of a major group. A good rule of thumb is to consolidate your objects (i.e. These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed. The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body. Place all versions of your model and temp textures here, saving the directory purely for the finished model files. It is generally a good idea to create a 'work' directory under so that the directory itself remains uncluttered. Inside the players directory, create a directory with the name of your model (we will use in this document to represent information requiring the name of the model). Inside the models directory, create a players directory. Inside the baseq3 directory, create a models directory. If you don't have one already, create a baseq3 directory. The following instructions assume that you will model and animate with 3dsMax and Character Studio.īegin in your Quake3 directory. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by It is intended to be informative only and not a tutorial on building or animating models. The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game.

The models are not ours or GPL unless the author makes them so. thanks John Hutton for re-formating this manual into a more web friendly version Please keep in mind that all of these models are owned by the original author, and are thus under whatever copyright or license they originally chose. These are a dump of the models from the old polycount site for your amusement.
