"Skins for New Models" Section Question

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Xada-Hgla

Outer God
Apr 11, 2004
37
0
0
After spending the past 10 days trying (and failing miserably) to solve this problem, I decided to come back to the source (since I originally got the idea from Skin City) Anyway, in the Skins for New Models sections (specifically, the UT2003 section), I noticed that some of the skins weren't done by the original author of the model. So, how were they done? I've been trying to export the models (which I've finally found out that I can't do, apparently... :( ), and have pretty much hit a brick wall with this.

:angst++:

(Yes, I feel like I'm about to break...)
 

Slaughter

exsomnis
Feb 16, 2004
1,022
0
36
38
Germany
slaughter.jimdo.com
You can open the model in Unrealed 3.0...

Then simply import your skin, select it and press use...
1083334456.jpg
 
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Mr_Toggle

New Member
Apr 30, 2004
1
0
0
Help me!!

:eek: :eek: :eek:
Dude,

Hey, do you know how the units for the player models relate to the measurements in maya?

Thanks,
Mr. Toggle
 
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Xada-Hgla

Outer God
Apr 11, 2004
37
0
0
TheSlaughter said:
You can open the model in Unrealed 3.0...

Then simply import your skin, select it and press use...

Woah, how did you get that level of zoom? :eek: I'm using the mouse to move the camera, but I've never have gotten it that close before...

SaD said:
The best way , in my opinion , is to contact the author of the "new model" you want to skin .Some are having SDK´s to start with skinning.

But I´m not a skinner.

All right, then I may eventually do that... At the very least, that'll let me stop trying to find answers that don't actually exist... ;)
 
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