SKINHELP SECTION - Quake 3 Wireframes

 

 As most will know from experience, its hard to texture a model simply by usuing anothers work as a guide. This way only shows how to imitate their method of design.

Usuing wireframes in combination with what you can learn from anothers work you will spend less time wondering how to align the seams of the skin.
Wireframes essentially just give you more of an understanding of the model you are skinning, its vital you use them.

Nphernos GL Viewer for Q3 supports an 'export skinbase' function that I was having problems with. It seemed it would export messy wireframes but in truth what was happening was that it was trying to the meshes of a model that has 3 meshes together in 1 mesh. In the case of a character like the Grunt Model, his head is on a seperate mesh from the rest of his body. So if you only export a skinbase when you have the head model loaded in the GL viewer it exports it correctly on its own.

The Export function currently only makes 256 sized meshes. This means that a 64by64 head will be produced as a 256by256 head. So you have to scale a couple of the meshes but thats easy to do. Basically, with this method you should be able to produce wireframes for any Plug in Player model you later want to skin in Q3.

Happily I've been nice enough to make all the meshes for the ID's default models for you.
Note: I couldnt export the Hunter models Wing mesh, it would crash the program.

 

Grab the Q3A Wireframes here (1.46mb)

 

'Patience is a Virtue, and Artists are lazy people