Description: Wolf type model intended for Quake.
Created by: Chris Shelton
Date Created: 6-10-97 through, well a while.
Released to the Free Models 12-2-97.

This model may be used by anyone for any reason.
They do not have to include my name or this document.

I released this model for 2 reasons:

1.  I have bigger and better things to do than to go
    back and try to repair this monstrocity.

2.  I want this model to be a grand example to new modellers.

Yes, listen up those of you who are new to modelling, and are
thinking about how to model your first monster, because the
lesson I want to teach with this model is what you SHOULD NOT
DO with any of your models!

At first glance, this model may look ok, but it is not so.
Let me explain where I went wrong.  First of all, I attempted to
build a creature out of several parts.  Twenty or more parts that is.
I was going to animate each piece seperately.  That animation style 
did work, but boy does it look shabby.  I believe this is rule number
one, you should model your creature to be a single object with all faces 
attached.  It does take more time, but is really worth it.
Keep in mind that you will need something like Bones Pro to
manipulate the single object mesh.

Also note that some body parts have faces that will never be seen,
and therefore they should not be there at all. An example of this can
be seen in the elbow piece.  

Another bad thing I did.. I did not include the baseframe as an animation
in the model.  Adding the baseframe allows your skinners to see the exact
pose they are skinning, plus if you ever lose your original .MAX, .3ds,
or .LWO files, you can use QME to export a DXF, and basically create
new animations.  As it turns out, I did lose my original files, and
the .mdl file is all I have now.. and without the baseframe, I don't
want to mess with it.

(well even with my original files, I would not want to mess with it!)  

Legacy geometry.  I left two rectangles inside of the creature by mistake.
they were used to move all attached objects at once, like the shoulders,
and arms.  I can easily remove them with QME's object listing, but I
wanted to leave then to show that dumb things happen.

Don't try to skin your model if you can't draw or paint!  There are
tons of skinners out there just waiting to skin something other
than the player.mdl, give one a chance, and release your model as
a team effort.  Just FYI, I had a brilliant scheme to skin my own
models.  I thought I would texture my model in MAX, copy it, turn
it around and render both at once to give me a rendered skin that
fit the baseframe.  Well it worked!  but looked like crap!  So think
twice about rendering 16bit skin textures when you only have Quake's
256 color palette.

I did do one thing right though, I kept the fact count at a decent
number.  You should not have more than 600 faces, in fact, the fewer
the better.  The original Quake player model is under 400 I think,
and that's great work.    

Well, that's probably not all that's wrong with this model, but I hope 
what I have pointed out will help some of you out there.  This was my
first attempt at a low count model, and needless to say it was a
failure, but I live and learned, and I would like to think that I am
a better modeller today than I was six month ago.  The Quake editing
community is an open brotherhood, and I have always been able to find
help when I needed it.  

For more info on modelling or skin info, check out:

Models: 

http://www.planetquake.com/simitar/model.html (Free Models Project)

http://qma.nationalquake.com (Quake Modelling Association)

http://www.3dcafe.com (Great 3d support, 3ds, Max, Lightwave)


Skins:

http://www.planetquake.com/skintutor/skins/skins.htm (Slaine's Skin Tutorials)

http://www.planetquake.com/rorshach (Rorshach's collections, skins and more)

http://dialspace.dial.pipex.com/town/avenue/xio56/skins/index.htm (666's skins and help)