The major block on making models for Quake is a good program to work with.
I tried several, Milkshape, Max3d, Blender, but my fall always was the stubborn way these programs operate with modelling in general.
It's been a great wish to model for Quake, but as these monsters were made with a rather old program (1994) it was quiet a task to get my finger on it.
In time I learned there were more ways to archive the goal, and this moment appeared when I bought the AnimationMaster.
This is a intuïtive studio, that makes use of simpel patches of triverses, which then can be boned and animated the way I like, export them to dxf or 3ds, and then import them in QMLE.
Little twist is that the patches all are seperated, so for example importing Quake's player dxf leads to the same model (vertices 212 triangles 408) but when I export them I regain the model back on vertices 208 triangles 722 triangles.
What happens is that every possible triangle that could infold would be included.
This was a rather chunk for me, as I couldn't add new poses to excisting models.
In fact, as I wanted to add new poses, I first had to copy all the excisting subroutines, before I could start making new ones.
In this way I made a new Quake player, that has new subroutines like swimming, jumping, crushing, crawling , but Quake just hasn't enough th_func possibillity to make them go.
I haven't enough knowhow to make the qc go the way I want, so for now I'm just fiddling on new monsters with the five possible qc actions, and alter them as much I can.
Here is an example of some of the things I made, with the q1player in altered state.
You can find them here, as some levels I did for the last booth in 2016.
