I'm experimenting with using a modern Quake sourceport to make non-Quake experiences. I'd like to have improved geometry and increase the realism a bit beyond the blockiness of the standard Quake aesthetic. It seems there's two options:
1) Use low-to-medium poly 3D models inserted with misc_model and add clip brushes for collisions, and hidden brushes for shadows.
2) Build with brushwork on a finer grid (< 1), to allow rougher and more organic shapes.
I'd be grateful of any expert views on the pros/cons of each? Thank you in advance.
1) Use low-to-medium poly 3D models inserted with misc_model and add clip brushes for collisions, and hidden brushes for shadows.
2) Build with brushwork on a finer grid (< 1), to allow rougher and more organic shapes.
I'd be grateful of any expert views on the pros/cons of each? Thank you in advance.