Working on a low-poly Samus Aran arm cannon - Public Domain

If anyone wants to make a Metroid Prime-like mod for Quake, I’m currently working on a 3D model of Samus’s arm cannon, but not going for 100% accuracy. Still needs animation and texture work done, but here’s the full Imgur gallery of it so far:

Couple pictures:

Here’s a download of the .blend so far:

Also for some reason, I can’t log into the account I just created, tried doing the forgot password thing, and even that generated password isn’t working for some reason.

Oh yeah, and it’s public domain so feel free to do with it as you wish.

Got my password situation figured out.

Very cool man!

Looks good for a low polymodel!
Good to see it has that smooth design.

I once converted the G-rail for Quake.
It had a straight body and I added a curve at the front.

Thanks for the encouragement guys, currently working on UV-unwrapping, will update when that’s done.

Looks good, Madfox.

Got the UV-unwrapping done, here’s a link to the updated model:

Here’s the UV map:

Here’s the UV grid for reference if anyone wants to make their own texture:

And here’s the rest of the gallery:

As before, this is under the public domain, so you may do with it as you wish :slight_smile:

Great you like to share it.
It certainly has a workaround on it.

In my case I couldn’t wait to go on and make it compatible with Quake.

Update on the Arm Cannon, updated the UV maps a little bit, so here’s the download link for the revised model:

Here’s the texture currently, still a work in progress:

Here’s the dithered version that adheres to the Standard Quake Palette:

Couple shots of it:

And here’s the whole album:

Madfox: You got it into quake? If so I’d like to see it :slight_smile:

Another update, pretty minor, still working on the textures. I decided against the dithering as I thought it looks better without it, more metallic and shiny.

Texture before color reduction:

Texture after color reduction:


Exporting the model from blender returns a 3DS file
without triangles and 178 vertices.

Can you fix a way to add a triangle count?

Madfox: try the Triangulate Mesh modifier and check apply modifiers during export? Should be about 294 tris.

Anyway, I’ve updated the UV maps yet again, as well as updated the texture a little, here’s the download for it, feel free to host it elsewhere:


And as always, here’s some pics:

After some changes I screwed it into Qmle.
I had to patch some rigs and came up onto this.
I know it is not the exact textured, but it is just from a loose hand.
I can always change it if you like.

for your interest, here’s the file:
All it need now is some qc.

Hey, glad to see you got it working! And yes, making a QC mod is definitely next on my todo list :wink:

I added my own animations, however, making this model pretty much complete. Check em out:

Full album:

You can download everything here:

Just updated the file.

Nice, just updated mine as well with a new charged fire animation and an animation sheet listing the animations and their frames.

Madfox: I keep imagining a squeaky wheel sound when I watch that gif of yours :stuck_out_tongue:

So I started work on the qc mod. I downloaded the quake QC source, commented out the self.currentammo = self.ammo_shells = self.ammo_shells - 1; line in w_fireshotgun, to start it out, compiled with FTEQCC and when i try to start single player, it segfaults:

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
couldn’t exec autoexec.cfg
3 demo(s) in loop
Segmentation fault (core dumped)

Anyone have this issue before? What do?

Well I tried it under darkplaces and it worked, but not quakespasm for some reason… dunno what’s up with that.

Well I got the model in-game… sorta… it looked like this for a little bit:

I exported it from blender as .fbx and converted it with noesis, but I dunno if noesis goofed the export or if it’s just too close to the camera or what… I tried fiddling around with it and now I can’t see the model at all. Anyone familiar with quake modeling and know the proper orientation/translation/scale the model should be in for a Blender > Noesis workflow?

Whelp, I got it working, thanks to this website:

Here’s how it looks: