It's a bit hard to tell how the eyes feel on his face in faceted mode with just grey on grey. Try adding a quick shade of tan to his face with a white eye, this way we can get a better read of how it may look. Also for the mustache and beard try extending the plane so you have a bit more to work with when using alphas.…
that's because the quake 2 engine sucks - hardcoded 10fps physics - horrible c game code - horrible warpy md2 format - why downgrade when they're already using more advanced tech, i.e. md5 and q3bsp?
Thanks for the compliments you guys! Unfortunately, despite your majority vote of the #1 design, your opinions have been vetoed. It was odd really, everybody seemed to like something different, and no one really liked the ones I liked. At cgchat, people liked 4 and 7. The lead coder on my team liked 8 the best. I…
you could also try using darkplaces, and export to the more sane md3 format instead, if you don't want to work in Quake's limitations. If you're shooting for the software renderer, FTE Quakeworld can support MD3's in software mode by translating them realtime to MDL.
Thats an interesting point. While I would disagree that it is "off style" because I think that a semi realistic pirate like this could fit in just fine with the robot, the idea of having really deformed characters is somewhat appealing. Unfortunately, I honestly don't think I have the design ability to come up with…