• You would like to make a new model for skinmaker and you have an idea of what model and where to get it. Now, the only thing you need is to know how to import it into skinmaker.

  • In order to do so, you will need a couple of programs, don't be afraid of the programs and just follow your guide, BullDozer
  • SkinMaker to import and make the model available
  • UTPT, to export and make available models to SkinMaker if the models are not yet in Unreal3D models already
  • UED to see where the models hide
  • With UED opened and the Actor browser opened, you can see where the models are
    for example you like that behemot or brute or warlord model, then simply do this
    - Actor browser > Pawn > ScriptedPawn > Brute > Behemoth.
    - Now rightclick the Behemoth, and in the contextual menu select "Default Properties..." - the properties window opens and here go to this
    Display > Mesh > LodMesh'UnrealShare.Brute1', this shows you that the modelmesh used for that pawn is located in the UnrealShare.U file

    Now that you know this, is time to open the next step program : UTPT

  • UTPT > open the file in \UnrealTournament\System\UnrealShare.U
    You will see a long list of all actors listed here
    Scroll down untill you found > Brute ...1626(0x65A)...ScriptedPawn
    go to the line under it called Brute1...2994(0xBB2)...LodMesh
    With this you will be able to export the model used, but first we will define where to extract it to

  • In UTPT's menu, go to File > Options
    Second tab > Extracting > Base Directory (select the folder where you want the files to go to) click OK and return tio the LodMesh line.
    at the line Brute1...2994(0xBB2)...LodMesh, rightclick and from context menu select Extract Mesh > as Unreal 3D, the model mesh will now be saved to the folder you have specified in the UTPT option, extracting Base Directory settings.

    Time for the next step, importing the model into SkinMaker
  • In SkinMaker go to
    File > Model Compiler >
    You could try the obvious way and try to import via UT LodMesh, but it wont work that simple, becaus the models are in several separated files, and thatfor skinmaker will tell you that there is no mesh inside the selected UT file So we will go to the second tab > External Modelfiles, this way you can import the model file you just extracted to Unreal 3D file with UTPT.


  • External Modelfiles > Model file field is emty right now, but we will search for the needed file with the far right 3 dots button, leftclick it and an explorer-like window will show, go to the folder that you have specified in UTPT where you have extracted and saved that Unreal 3D model file.
    There you will see the Model with an extension like example this Skaarjw_d.3d
    Select it to open it.

  • You will now see something like this in the Model File field
    E:\UnrealTournament\Meshes\Skaarjw_d.3d You will still have to get the models information, you will do that this way > Leftclick the button marked "Get Mesh Data"
    In the description field at right you may define the name of the skinmaker files that will be generated and used by skinmaker, for example BullSkaarj
    Make it whatever you like it to be, you will have to make the actual model to be compiled, so click the button marked "Compile..."
    If in the list you found some materials marked as "weapon" you will have to put these at the bottom of the list with the red arrow buttons.
    Then finally click "Finish"
    Time for a new skin and model creation
  • In SkinMakers Menu select File > New Project
    In the model selector you will now be able to see your freshly created model example BullSkaarj, select it and save it where you wantit, but be sure to find it back again, all your models and skins will be saved there.

    Very weird but some models are not really at the good position, like this Skaarj is likely turned to its horizontal position. No problem, skinmaker kan fix this easely.

    SkinMaker has position and rotating tools, most ppl did not see or find these, although they are right in front of view.

    in the mid column you can see Model Default Position telling you how to position and rotate the model with these keyboard-buttons
    - X,Y,Z moves the model like this - X Moves the model to the left, X with Shift moves it to the right - Y moves the model down and with shift moves it up - Z Zooms out and with Shift zooms in Watch out, as these are the settings and not view positions. the model will be saved with these settings Now something more about the accuracy of these moves

    Next to Model Default Position, you can see the accuracy movement settings
    Lower case decrease, uppercase increase showing Increment used : Small, Medium, Big, this are the steps used for the Default position movements if you select small, the increments will go with steps of 1 Medium with 5 and Big with steps of 20. Now, just play with these settings a bit untill the model stays right as it would look natural.

    Sure now you have done all these adjustements, you would like not to have to repeat all this again each time you load this model, so you will be able to save the settings for this model
    The last button under the Increment used fields will allow for this.
    When you get the right position and size for your model finished just press the most bottom large button marked "Save", so all the settings of the model will be saved. You can save new positions at any time, because we are not finished yet.

    You can also define another added position for the head, in case you would like a closer look to the head textures, so first zoom in and move to the head, when you got it right, go have a look at the field "Camera presets" you will see that Skinmaker already made a position called "Front" for you by making the model.
    Here yu can make another preset for your head position
    Just rightclick in an empty area and a context menu will show.
    From it select "New" and give it a name obviously here as example "Head" Rightclick this Head preset and select "Set with Current Values" Save your settings again with the bottom button and now you have your model with the 2 presets saved, anytime you will call it for a new skin, the model will show these 2 presets.

    For the creation of a new skin, you will have to go to another page where i already explained how to make one.