The Skin Factory is designed and managed by Kevin J. Hatch, known as -Wraith- in Quake. Email me with any Questions or comments about the site.

    WHAT SKINS ARE

Quake is a game that uses 3D polygons (wedges) to create real 3D environments. Each 3D object is created using lines to draw it in a wire frame, and then flat textures are placed over the frames to give them a surface. Like having a wall outlines in wire and then you put wood paneling on it to make it look like wood.

The seperate objects: players, monsters, items, etc. all have these flat textures stretched over them too. The flat textures used on othese objects, and specifically on the player object, are called skins.

    HOW THEY WORK

Now, keep in mind I'm NOT a Quake modeling expert. I've still only dabbled in level making, and I've not read every bit of documentation available. I may not be using all the right terms, and if one of the real experts happens to read this and wants to correct me, please be my guest. That said this is how I understand the system works:

The objects in Quake are covered by two flat graphics, one on the front and one on the back. As these flat images are placed over the 3D models the 2D graphics are deformed slightly to make them fit (not unlike flat maps vs. globes). The front image on the left is as you'll see it on the object, but the right image is mirrored, left to right, so that things like text read backwards in 2D but are normal in 3D when placed over the model.

Because the flat images are stretched, some of the pixels/sections appear larger than others in 3D. On the Quake player the ends of the hands, top of the axe and player head, and the bottoms of the boots are very stretched. Because of this deformation issue you have to test your skins on the models to be sure they appear in 3D as you wanted them. Sometimes you have to change the 2D to get the 3D to work; since the 3D is what you're going for, that should be be a problem for you.