I wouldn't use Quark for anything else than mapmaking to be honest. For any kind of editing of things like playermodels and skins I use MilkShape for the building and for the Export to MD2 I use Q2Modeler (which is quite a decent tool if you know how to use it). I looked around in my old backup archives knowing I had saved some old links to a very basic Q2modeler tutorial, which still seem to work; Q2MTutorial1, Q2MTutorial2, Q2MTutorial3Of course as you found out yourself, you can't go overboard with the polys which is always going to be a hindrance in any kind of Q2 editing. Many times before I've come to the conclusion (after much work) that the things I really wanted to create are just too much for Q2 to handle, which resulted in redoing a lot of shit and taking out all the cool parts, in other words completely ruining the initial idea. The only positive side effect I can think of when it comes to editing for a game like Q2 is that it helps you greatly develop your improvisation skills.As for models and skins, it's always best to let the skin itself add most of the "details", not the polys. But even then it will still only look kind of okay from a distance. Perhaps it's also on their website, I don't know, but if you haven't got it already I attached an extented MShape3D Manual that I had downloaded a long time ago.
You can use a default unwrap method
Hey arn't you the guy that made the orange and grey pak for quake 2?
That slayer_damage is looking hot already, bit bright on the colors but for an item like that it works well. Lol man, for some reason this editing stuff is always laborious and tedious, I know exactly what you mean.
You got me thinking tonight that I should write up how to take your model and unwrap & export to md2 from Blender. Then at least you could take your model and do the unwraping and painting in Blender if you don't want to learn the UI for modeling.