I was just wondering, to what extent does everybody clip their models. I myself “accurately” clip anything that can be stood on/have something thrown on it/through it. For example if the was a table with ornate legs I would clip the table top and make 4 seperate rectangular clip brushes for the legs. Should I clip more i.e. Go into more detail, or should I create one big clip brush around the whole model.
Clipping models
I usually focus on 2 things when clipping a model: projectiles and players. For a table, I’d make clip_weapon brushes as close to the shape as possible. Then I’d cover the entire thing with a common clip. This way, no players can get stuck under it. As far as how accurately I clip a model. It depends on how players will interact with it. If they’re using it as cover, I’d try to be as accurate as possible. Nobody like when bullets pass through things into their head 
Oh yeah, there supposedly will be an option to automatically clip models in Q3map2. I don’t think it has worked well in the past (no offense Y
), but just letting you know that feature exists, or will.
I agree, you should think about weapons and players seperately. Weapon-clip as accurately as possible. Then, if you have any spaces which a player could not fit into, player clip them, and projectile clip any you couldn’t fit a grenade through.
If you want circular clips, multi-sided (16 or more) brushes (on the ‘brush’ menu) are very effective.
Use q3map_clipmodel in your model shader.
If you have a model like… a pipe that someone can walk on, you should manually clip it with a 4 or 6 sided clip brush. This way, people won’t be ‘slip sliding’ all over it, when they just want to run on top of it… Get it?
Also, even if you do have it autoclipped, you should still player clip any spaces which a player couldn’t get into, and slope the sides of anything that’s against a wall so players can slide around it easily.
An example of where this would help is the posts in the tunnels in Rhine Bridge. (I can’t think of any in the SD maps.)