The beginers guide to Skin Maker

Search and find cool skins and models, or introduce your own ones!
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OjitroC
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Re: The beginers guide to Skin Maker

Post by OjitroC »

EvilGrins wrote: Sat Apr 17, 2021 6:05 pm Your face is the "purp5" texture, so I want you to change that to "purp5face" in both the .int and .utx files.
Just to clarify that purp5 is the Talk Texture - calling if 'face' might confuse the OP if he reads what both you and I have written.
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

OjitroC wrote: Sat Apr 17, 2021 6:32 pm
EvilGrins wrote: Sat Apr 17, 2021 6:05 pm Your face is the "purp5" texture, so I want you to change that to "purp5face" in both the .int and .utx files.
Just to clarify that purp5 is the Talk Texture - calling if 'face' might confuse the OP if he reads what both you and I have written.
5 is the talk texture for most models, yes... and like i said, he can call it something else. Obviously just listing it with only a number is the problem.

One of many, a lot of skins I setup don't always work immediately, or only parts of them don't work; entire skin works great but the head is blank or something. It can take forever trying to work out what specifically is the issue.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: The beginers guide to Skin Maker

Post by papercoffee »

Tubbies_Beats wrote: Sat Apr 17, 2021 9:31 am...
Please avoid double or triple posting (or multi posting) within a 24 hours limit when no other has answered to the thread.
We allow our members to edit their posts to add additional content.
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Re: The beginers guide to Skin Maker

Post by Tubbies_Beats »

Ok, thanks you everyone, i'll check your solutions.
And sorry for the triple post
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

Turns out the old help file for Skinmaker is no longer viewable with the current version of windows, which is problematic as I've never needed to use the program before.

So, quick question: How do I use skinmaker to extract faces from existing .utx files?
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: The beginers guide to Skin Maker

Post by Shrimp »

You could try this to enable opening of ye olde HLP files:

https://archive.org/details/microsoft_help_viewer_hlp
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

So, 2 skins in with Skinmaker... which I don't know why I never liked it before, or maybe I do.

Awhile ago someone recommended to me this:
https://unrealarchive.org/skins/unreal- ... 02688.html
It's the Red Ranger from Power Rangers.

It's not a good skin. Basic design with no detail, flat colors. Looks like a bad cartoon.

I extracted the textures months ago, and up until last night they were sitting in a directory which I periodically stared at and puzzled what would I do with it eventually.

Most of skinning for me is done in my head, until I get around to working on it.

Now that I can use Skinmaker, I went at it. In stages I made parts of it into transparencies to be dragged over the altered colors of the body suit I made for that TRON skin from way back when... to give it more depth and distinctiveness.

...and now I have that down there, with full team colors and all that goes with it.

But in making it I learned occasionally Skinmaker renames files all by itself, and unlike UnrealEd you can't simply re-open an already made skin (or if there is I haven't figured it out yet) so each time I try to correct an error I have to start all over again. In this case it renamed the files for the Talk Texture, which is why that doesn't quite work and I've got a ways to go before I fix that.
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Unreal Ranger.png
Shot0138.png
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

I've taken to Skinmaker faster than I thought I would've, made evident in cranking out skins much faster than I used to...
Image Image
Image Image
...but it still lacks one aspect the previous method I used had.

Skinmaker has default model restrictions, it's primarily for making models of the UT defaults... my previous method I could edit skins for pretty much any model; there were admittedly 2 I had a problem with.

Now, supposedly Skinmaker can take on meshes from other models... but I don't know how to do that yet.

Anybody care to clue me in?
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Baardman
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Re: The beginers guide to Skin Maker

Post by Baardman »

Not sure but last week i was experimenting with editing skins in 3d in photoshop. Not sure exactly how i did it and what file extension i used but i think it looked pretty cool and i was amazed it worked.

I think there is a guide on this forum subforum "models" that i read that tutorial.
viewtopic.php?t=5247

Not sure if its exactly what you are looking for but you need photoshop and a 3ds file of the character you want wich you can extract with UTPT or Gildors Unreal ModelViewer.

I would love to be able to make some things myself but i have not learned enough to be able to do that. I like to make some characters from real life or famous people or something silly.
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Re: The beginers guide to Skin Maker

Post by papercoffee »

EvilGrins wrote: Thu Jan 04, 2024 6:59 pm Now, supposedly Skinmaker can take on meshes from other models... but I don't know how to do that yet.
Anybody care to clue me in?
Sadly in that regard was no documentation on the original page.
At least I couldn't find any.
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

papercoffee wrote: Thu Jan 04, 2024 8:13 pmSadly in that regard was no documentation on the original page.
If I work it out, I'll let you know.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

Turns out adding models to be edited by Skinmaker is surprisingly easy, though it doesn't work for all models... so still limited from the way I used to do this.

1. Goto "File" and click "Model Compiler".
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2. Unclick "Use INT files" and select your directory where the .u files are; the "..." next to "Package file" is what you click to go there.
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3. Now, there's a lot here and I haven't explored it all... but you want to select your model, and then click "Compile".
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4. Go back to "File" and hit "New Project" and see your new model to edit has been added:
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Now, sadly for testing purposes I chose the Aqueen model... which until I can figure how to delete that I'm stuck with.

Got no real desire to edit that one.

Problem is this method only accepts models that have meshes built into them, which as it happens a lot of models don't have.

I've been editing skins for the SKtrooper using UnrealEd for years...
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...but Skinmaker won't accept this model.

There may be a workaround for that which enables loading models which don't have meshes, but so far I haven't figured out how to.

Abbey model, Skinmaker won't use that one either for "Is not an Unreal model" apparently.

Still testing models to see which it will accept and which it won't, and some it accepted are definitely not Unreal:
Image Image
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Hitman
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Re: The beginers guide to Skin Maker

Post by Hitman »

Great guide, I would also appreciate a guide how to create models of let's say a new monster
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Re: The beginers guide to Skin Maker

Post by papercoffee »

@EvilGrins Thank you!! I updated the first post.
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Re: The beginers guide to Skin Maker

Post by EvilGrins »

More info on Skinmaker · https://www.acordero.org/projects/unrea ... kin-maker/

Includes updates and other model templates.

Also:
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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