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This in-depth guide covers modding the world textures, models, and color palettes in Quake 1, 2, 3, and 4 with examples and tutorials. Explore skinning templates, model texturing, and techniques for current and future game platforms.
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Slide Show Breakdown Introductions (DONE!) Modding the World Texture cooking Quake 1, 2, 3 and 4 Examples Modding the Models Model Texture (skin cooking) Quake 1, 2 , 3 Modelling for the current and future game platforms.
Modding the World – Quake 1 128 x 128 pixels Colour Palette Pak Explorer Photoshop QRadiant
Modding the World – Quake 2 256 x 256 pixels Colour Palette Pak Explorer Photoshop Q2Radiant
Modding the World – Quake 3 1024 x1024 pixels No colour Pallette Winrar (zip Photoshop GTKRadiant
Modding the World – Quake 4 (now) 2048x2048 No colour Pallette Winrar (zip) Photoshop 3D Programme (Max or Maya) nVidia Plugins GTKRadiant x.x Simplest textures Require 3 textures in game.
Modding the World – Quake 4 (now) • Even simplest generally concepted • Concepts usually made into Model • Can be Done through Photoshop’s nVTools plugin by nVidia
Modding the World – Quake 4 (now) The three key textures…
Modding the World – Quake 4 (now) …And One for Luck!
Quake 1 Skinning Template Skin 256 x 256 Diffuse Models circa 500 Polys
Quake 2 Skinning Model circa 1500 polys Skin 512x512 Diffuse Model
Quake 3 Skinning Different Parts Different Skins Biggest parts 1024x1024 Diffuse and sometimes FX Model circa 2500 Polys
Quake 4 Skinning Skin 2048x2048 Diffuse Normal Specular and FX Skins made from Models Very hard to Modify A lot of Learning Involved Technical Artists Here’s Why…..
Low resolution – No Texture 3d Studio Max (Maya etc) Polygon Modelling
Normal Map from Bump and Displacement (Can be from high Res and Bump)
Specular Map- Shiny is White Dull is Black- Generally worked off the rest