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		<title>GTA 4 Model Export</title>
		<link>https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html</link>
		<comments>https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html#comments</comments>
		<pubDate>Sun, 20 Oct 2013 15:54:29 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=2818</guid>
		<description><![CDATA[There is a simple and easy way how to export GTA IV models to 3Ds Max in this article We need tools below: - 3Ds Max smd import plugin; - Spark IV; - Installed GTA IV. Spark IV doen&#8217;t work without one; - 3Ds Max. 1. Run Spark IV and press Open button to open [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html' rel='bookmark' title='Model export from Tekken 6 into 3Ds Max'>Model export from Tekken 6 into 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-wU-3laOxtDk/UlyTBL-GwBI/AAAAAAAAB2s/KdOtPVyKgPc/s430/GTA_IV_logo.jpg" alt="" width="200" /></p>
<p>There is a simple and easy way how to export GTA IV models to 3Ds Max in this article<span id="more-2818"></span></p>
<p>We need tools below:</p>
<ul>
- <a href="http://www.chaosincarnate.net/cannonfodder/3dsmax.php" target="_blank">3Ds Max smd import plugin</a>;<br />
- <a href="http://gtaivtools.googlecode.com/files/SparkIV%200.6.9.zip" target="_blank">Spark IV</a>;<br />
- Installed GTA IV. Spark IV doen&#8217;t work without one;<br />
- 3Ds Max.</ul>
<p><span style="color: #00ff00;"><strong>1.</strong></span> Run Spark IV and press <em>Open</em> button to open needed game archive (<em>img</em> and <em>rpf</em> files in <em>pc\models\cdimages\</em>). E. g. <em>componentpeds.img</em>.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-Fu6VNeAoYCw/UlyS80owujI/AAAAAAAAB14/dVvuTHCAkrc/s638/exgta4_1.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>2.</strong></span> You will see file list in archive. <em>wdd</em> – 3d model files, <em>wtd</em> – testure files. Use <em>View</em> button to find needed <em>wdd</em> files. After needed model was found it needs to check boxes linked with different model parts and export it by pressing <em>Export</em> button. Model parts will be exported in <em>smd</em> format.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-AfMsPXsO3zo/UlyS9USNvCI/AAAAAAAAB2A/WIYA-a8IAjQ/s596/exgta4_2.jpg" alt="" width="450" /></p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-M0qboAV4qeY/UlyS96hHcfI/AAAAAAAAB2I/75IrWRt3oaU/s596/exgta4_3.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>3.</strong></span> Model textures stored in equal named <em>wtd</em> file. Check it and press <em>View</em> button. In new window press <em>Save All Textures</em> button. All textures will be saved in <em>png</em> format.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-3uafBMSQuVg/UlyS-VmOPRI/AAAAAAAAB2Q/5jr7quZAoTU/s488/exgta4_4.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>4.</strong></span> Install 3Ds Max smd import plugin and run 3Ds Max. open any of exported files. In import dialog window uncheck <em>Import Skeleton</em> box. Keep importing all model files to scene through <em>Import/Merge</em> menu item.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-JzeMLbGc40M/UlyS-_9MSjI/AAAAAAAAB2Y/yuvofJa2naw/s336/exgta4_5.jpg" alt="" /></p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-ueJeqdsGVk8/UlyS_fflGiI/AAAAAAAAB2c/P5sDM_CSznQ/s705/exgta4_6.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>5.</strong></span> After import will finished it needs to texture it. If you try to apply exported textures directly you will see mismatches. To fix it you should add <em>Unwrap UVW</em> modifier to each model part. UVW map show you how to modify texture for proper fit. As a rule it needs to flip it vertically.</p>
<p style="text-align: center;"><img src="https://lh6.googleusercontent.com/-fR5-ahSTsUE/UlyTAfosDYI/AAAAAAAAB2o/pAfgc5-B3-0/s1280/exgta4_7.jpg" alt="" width="450" /></p>
<p><span style="color: #00ff00;"><strong>6.</strong></span> After fixing textures export will be finished.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-bT8CTpAY3Ts/UlyTA3BUf9I/AAAAAAAAB2w/YWGM70BYLzc/s705/exgta4_8.jpg" alt="" width="450" /></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html' rel='bookmark' title='Model export from Tekken 6 into 3Ds Max'>Model export from Tekken 6 into 3Ds Max</a></li>
</div></p>]]></content:encoded>
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		</item>
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		<title>Model export from Tekken 6 into 3Ds Max</title>
		<link>https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html</link>
		<comments>https://metalmedved.com/en/eksport-modelej-iz-tekken-6.html#comments</comments>
		<pubDate>Wed, 11 Jan 2012 10:34:39 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[tekken]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=1539</guid>
		<description><![CDATA[In this article I show you how to export Tekken 6 characters to 3Ds Max. First of all we need stuff below: - Tekken 6 disc image for XBox - Any DVD drive emulator: Daemon Tools, UltraISO or Alcohol 120% - Xbox Backup Creator (some antivirus tools can find unknow threat in it) - xbdecompression [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html' rel='bookmark' title='GTA 4 Model Export'>GTA 4 Model Export</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-BOqPZi_b2ig/Tw1Zwr78HLI/AAAAAAAAA3g/kAyZfSQfC_U/s481/t6exp00.jpg"  /></p>
<p>In this article I show you how to export Tekken 6 characters to 3Ds Max.<span id="more-1539"></span></p>
<p>First of all we need stuff below:</p>
<ul>
- <a href="http://rutor.org/torrent/49083/tekken-6-rf-2009-xbox360" target="_blank">Tekken 6 disc image for XBox</a><br />
- Any DVD drive emulator: Daemon Tools, UltraISO or Alcohol 120%<br />
- Xbox Backup Creator (some antivirus tools can find unknow threat in it)<br />
- xbdecompression<br />
- poopypants<br />
- Noesis
</ul>
<p>All tools you can download from <a href="http://www.mediafire.com/?7232oqpj69m47hk" target="_blank">there</a>.</p>
<p><span style="color: #00ff00;"><strong>1.</strong></span> The first step is to install DVD drive emulator and mount game image. There are nothing special about it. Do it according your emulator guide.</p>
<p><span style="color: #00ff00;"><strong>2.</strong></span> Run Xbox Backup Creator, go to <em>Image Tools</em> tab and press <em>Image Browser</em> button.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-w64EA0ON4jM/Tw1ZxOUokDI/AAAAAAAAA3k/4F6yF5rbxVE/s585/t6exp01.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-w64EA0ON4jM/Tw1ZxOUokDI/AAAAAAAAA3k/4F6yF5rbxVE/s288/t6exp01.jpg" height="288" width="244" /></a></p>
<p>It opens image file browser window where you can find needed <em>*.bin</em> and <em>*.idx</em> files.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-VJHJfPGN7_U/Tw1Zx2iMchI/AAAAAAAAA3o/KTwuOVt3KeY/s658/t6exp02.jpg" rel="lightbox[1539]"><img src="https://lh5.googleusercontent.com/-VJHJfPGN7_U/Tw1Zx2iMchI/AAAAAAAAA3o/KTwuOVt3KeY/s288/t6exp02.jpg" height="212" width="288" /></a></p>
<p>Every file contains specific character resources:</p>
<p><em>data301 &#8211; Base model without hair and clothes<br />
data305 &#8211; Paul, Law, Lei, King, Yoshimitsu<br />
data306 &#8211; Nina, Hwoarang, Xiaoyu, Christie, Jin<br />
data307 &#8211; Julia, Kuma, Bryan, Heihachi, Kazuya<br />
data308 &#8211; Lee, Steve, Craig, Mokujin, Eddy, Jack<br />
data309 &#8211; Roger, Anna, Wang, Ganryu, Asuka, Bruce<br />
data310 &#8211; Baek, Devil Jin, Raven, Feng, Armor King, Lili<br />
data311 &#8211; Sergei, Bob, Zafina, Miguel, Leo<br />
data312 &#8211; Azazel, Lars, Alisa, Nancy</em></p>
<p>To extract needed files select it and choose <em>Extract</em> in shortcut menu.</p>
<p><span style="color: #00ff00;"><strong>3.</strong></span> After extraction it needs to decompress <em>*.bin</em> files using <em>xbdecompression</em>. Move <em>*.bin</em> files into <em>xbdecompression</em> folder. Edit <em>runXBD.bat</em> in notepad then run it. E.g. to decompress <em>data301.bin</em> file write:</p>
<div id="codeMy"><code><br />
xbdecompress DATA301.BIN Data301_.BIN<br />
pause<br />
</code></div>
<p>After run you get <em>Data301_.BIN</em> decompressed file.</p>
<p><span style="color: #00ff00;"><strong>4.</strong></span> Then you should unpack decompressed *.bin files using <em>poopypants</em>. Move decompressed <em>*.bin</em> and <em>*.idx</em> files to <em>poopypants</em> folder. Edit in notepad <em>runPP.bat</em> file then run it. E.g. to unpack <em>data301_.bin</em> file write:</p>
<div id="codeMy"><code><br />
poopypants.exe Data311.idx Data311_.BIN<br />
pause<br />
</code></div>
<p>All unpacking content will be placed in <em>poopypants</em> folder. We need <em>*.nmd</em> files. You may view it with <em>Noesis</em> tool. Run it and select folder with unpacking content on left panel. You may see folder files on middle panel. To view specific file use double click on it and see file content on right panel. You may export needed content from selected file using <em>File > Export</em> item in main menu. </p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-ejxjaMP_Zo0/Tw1Zyr-cAcI/AAAAAAAAA3s/REzxaV35UDs/s1112/t6exp03.jpg" rel="lightbox[1539]"><img src="https://lh4.googleusercontent.com/-ejxjaMP_Zo0/Tw1Zyr-cAcI/AAAAAAAAA3s/REzxaV35UDs/s288/t6exp03.jpg" height="155" width="288" /></a></p>
<p>In export dialog window you may set output path and file format for models and textures. Use <em>*.obj</em> format to open it in 3Ds Max after. Press <em>OK</em> button to start export.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-TbwQETh8nDw/Tw1ZzYB_ixI/AAAAAAAAA3w/fCvNs6Gveeg/s480/t6exp04.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-TbwQETh8nDw/Tw1ZzYB_ixI/AAAAAAAAA3w/fCvNs6Gveeg/s288/t6exp04.jpg" height="281" width="288" /></a></p>
<p>Often exported textures are needed to mirror vertically.</p>
<p>That&#8217;s all. You may export any Tekken 6 character by finding specific model parts. E. g. I made Miguel Caballero Rojo.</p>
<p style="text-align: center;"><a href="https://picasaweb.google.com/lh/photo/q1hox3WB29jaH38niQPVFZqgRVOtNNBgwHmsQYDkbZ8?feat=embedwebsite"><img src="https://lh3.googleusercontent.com/-ca2CA7bSmaA/Tw1Zv8Y2mgI/AAAAAAAAA3c/0ciFbLPMle0/s288/t6exp05.jpg" height="288" width="154" /></a> <a href="https://lh6.googleusercontent.com/-yRHazvpDXA8/Tw1Zz7ltR4I/AAAAAAAAA30/jm1S5hm1x6o/s607/t6exp06.jpg" rel="lightbox[1539]"><img src="https://lh6.googleusercontent.com/-yRHazvpDXA8/Tw1Zz7ltR4I/AAAAAAAAA30/jm1S5hm1x6o/s288/t6exp06.jpg" height="288" width="283" /></a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-grand-theft-auto-iv.html' rel='bookmark' title='GTA 4 Model Export'>GTA 4 Model Export</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div></p>]]></content:encoded>
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		</item>
		<item>
		<title>Making new weapon in Unreal Engine</title>
		<link>https://metalmedved.com/en/sozdanie-novoj-modeli-oruzhiya-v-unreal-engine.html</link>
		<comments>https://metalmedved.com/en/sozdanie-novoj-modeli-oruzhiya-v-unreal-engine.html#comments</comments>
		<pubDate>Tue, 16 Aug 2011 17:57:03 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[new weapon]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=939</guid>
		<description><![CDATA[In this lesson I show you how to make a new weapon for Killing Floor by welder example. You need all same tools: ActorX Importer for 3ds Max and unreal archive unpacker umodel (download here). 1. Export needed 1st person welder animation and textures (KF_Weapons_Trip.Welder_Trip, KF_Weapons_Trip_T.equipment. Welder_D and KF_Weapons_Trip_T.hands.hands_1stP_military_diff) then open it in 3Ds Max. [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-novoj-modeli-igroka-v-unreal-engine.html' rel='bookmark' title='Making new player model in Unreal Engine'>Making new player model in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>In this lesson I show you how to make a new weapon for Killing Floor by welder example.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-Xk6FAKO7iGQ/TltaNP95vuI/AAAAAAAAAJM/wxXqq01PTxk/s1024/3welda.jpg" target="_blank" rel="lightbox[939]"><img src="https://lh4.googleusercontent.com/-y-wr9_ITwM8/Tl2aU6ZbWlI/AAAAAAAAAVY/6AgpbN4i-4w/3welda.jpg" border="0"></a></p>
<p><span id="more-939"></span></p>
<p>You need all same tools: ActorX Importer for 3ds Max  and unreal archive unpacker umodel (<a href="http://www.gildor.org/downloads">download here</a>).</p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Export needed 1st person welder animation and textures (KF_Weapons_Trip.Welder_Trip, KF_Weapons_Trip_T.equipment. Welder_D and KF_Weapons_Trip_T.hands.hands_1stP_military_diff) then open it in 3Ds Max. More details <a href="https://metalmedved.com/en/?p=388">here</a>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-DABggz5y8m0/TltaM-xUwSI/AAAAAAAAAJM/wPeVhsI0-2s/s720/newweap1.jpg" target="_blank" rel="lightbox[939]"><img src="https://lh3.googleusercontent.com/-DABggz5y8m0/TltaM-xUwSI/AAAAAAAAAJM/wPeVhsI0-2s/s288/newweap1.jpg" height="257" width="288" /></a></p>
<p><br/></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Add new welder model to scene. Previously it needs to remove all bones from model and pack all textures in one file (<a href="https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html">read texture baking article</a>).</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-xNakV7koKcc/TltaMXwOmdI/AAAAAAAAAJM/t_0e67s2-p8/s720/newweap2.jpg" target="_blank" rel="lightbox[939]"><img src="https://lh3.googleusercontent.com/-xNakV7koKcc/TltaMXwOmdI/AAAAAAAAAJM/t_0e67s2-p8/s288/newweap2.jpg" height="257" width="288" /></a></p>
<p><br/></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Using Move, Rotate and Scale tools combine models together so that new one looks naturally in hand.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-1q4zi2tVA9Q/TltaLvDY10I/AAAAAAAAAJM/GvTIRwNlkQ0/s720/newweap3.jpg" target="_blank" rel="lightbox[939]"><img src="https://lh6.googleusercontent.com/-1q4zi2tVA9Q/TltaLvDY10I/AAAAAAAAAJM/GvTIRwNlkQ0/s288/newweap3.jpg" height="257" width="288" /></a></p>
<p><br/></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Delete old welder and set new welder model material ID to old one. Combine effect mesh with new model. You may test results by playing animations.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-uokEL8b6C-E/TltaMPDHIWI/AAAAAAAAAJM/ZP5scg_Miqc/s720/newweap4.jpg" target="_blank" rel="lightbox[939]"><img src="https://lh3.googleusercontent.com/-uokEL8b6C-E/TltaMPDHIWI/AAAAAAAAAJM/ZP5scg_Miqc/s288/newweap4.jpg" height="257" width="288" /></a></p>
<p><em>If you are making gun weapon then pay special attention to backsight combining and separate weapon parts binding also (magazine, barrel, cartridge)</em></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Export obtained model to Killing Floor. Read details <a href="https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html">here</a>.</p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Repeat steps 1-5 for 3rd person model (KF_Weapons3rd_Trip/ Welder_3rd). If you are making dropped weapon it needs to take care about model static mesh also.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/--RdPa0OJ_Zs/TltaLCjbvpI/AAAAAAAAAJM/iX8HE_BRuw4/s912/newweap5.jpg"  target="_blank" rel="lightbox[939]"><img src="https://lh3.googleusercontent.com/--RdPa0OJ_Zs/TltaLCjbvpI/AAAAAAAAAJM/iX8HE_BRuw4/s288/newweap5.jpg" height="204" width="288" /></a></p>
<p><br/></p>
<p><span style="color: #00ff00;"><strong>7. </strong></span><a href="https://metalmedved.com/en/?p=486">Make mutator</a> that replaces regular welder. Create new mutator with 3 files:</p>
<p>NewWelder.uc</p>
<div id="codeMy"><code><br />
class NewWelder extends Welder<br />
	dependson(KFVoicePack);</p>
<p>#exec OBJ LOAD FILE=NewWelder_T.utx //your textures<br />
#exec OBJ LOAD FILE=NewWelder_A.ukx //your animations</p>
<p>defaultproperties<br />
{<br />
     AttachmentClass=Class'NewWelder.NewWelderAttachment'<br />
     ItemName="New Welder"<br />
     Mesh=SkeletalMesh'NewWelder_A.NewWelderMesh'<br />
     Skins(0)=Texture'NewWelder_T.NewWelder'<br />
}<br />
</code></div>
<p><br/></p>
<p>NewWelderMut.uc</p>
<div id="codeMy"><code><br />
class NewWelderMut extends Mutator;</p>
<p>function PreBeginPlay()<br />
{<br />
    AddToPackageMap("NewWelder_A");<br />
	AddToPackageMap("NewWelder_T");<br />
}</p>
<p>function bool CheckReplacement(Actor Other, out byte bSuperRelevant) {<br />
    if (Other.IsA('KFHumanPawn'))<br />
	{<br />
        KFHumanPawn(Other).RequiredEquipment[4] = "NewWelder.NewWelder";<br />
	}</p>
<p>    return true;<br />
}</p>
<p>defaultproperties<br />
{<br />
	GroupName="KF_NewWelder"<br />
}<br />
</code></div>
<p><br/></p>
<p>NewWelderAttachment.uc</p>
<div id="codeMy"><code><br />
class NewWelderAttachment extends WelderAttachment;</p>
<p>defaultproperties<br />
{<br />
     Skins(0)=Texture'NewWelder_T.NewWelder'<br />
     Mesh=SkeletalMesh'NewWelder_A.NewWelder3rd'<br />
}<br />
</code></div>
<p><br/></p>
<p>Compile and add it to server as NewWelder.NewWelderMut.</p>
<p>I change shader color, make HUD textures yet and see result! Readymade stuff you can purchase <a href="https://metalmedved.com/store/">here</a>.<br />
<p><a href="https://metalmedved.com/en/sozdanie-novoj-modeli-oruzhiya-v-unreal-engine.html"><em>Click here to view the embedded video.</em></a></p></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-novoj-modeli-igroka-v-unreal-engine.html' rel='bookmark' title='Making new player model in Unreal Engine'>Making new player model in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
</div></p>]]></content:encoded>
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		</item>
		<item>
		<title>Be a gangman in Killing Floor</title>
		<link>https://metalmedved.com/en/bud-pacanom-v-killing-floor.html</link>
		<comments>https://metalmedved.com/en/bud-pacanom-v-killing-floor.html#comments</comments>
		<pubDate>Mon, 01 Aug 2011 17:41:01 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Skins]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[adidas]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=892</guid>
		<description><![CDATA[I shure everyone meets with that tracksuit gangman. Appropriate voice inside. Purchase! Share:
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<li><a href='https://metalmedved.com/en/leon-v-kostyume-gangstera-dlya-killing-floor.html' rel='bookmark' title='Leon&#8217;s gangster suit in Killing Floor'>Leon&#8217;s gangster suit in Killing Floor</a></li>
<li><a href='https://metalmedved.com/en/slender-man-dlya-killing-floor.html' rel='bookmark' title='Slender man in Killing Floor'>Slender man in Killing Floor</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>I shure everyone meets with that tracksuit gangman. Appropriate voice inside.<br />
<img src="https://lh4.googleusercontent.com/-8AOoLyauEPI/TnEwccwNbEI/AAAAAAAAAbQ/6jVivJWHssc/nico.jpg" alt="abibas" /></p>
<p><a href="https://store.payproglobal.com/checkout?products[1][id]=15484" target="_blank"><strong><font size="6">Purchase!</font></strong></a><span id="more-892"></span></p>
<p><a href="https://metalmedved.com/en/bud-pacanom-v-killing-floor.html"><em>Click here to view the embedded video.</em></a></p>



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<li><a href='https://metalmedved.com/en/leon-v-kostyume-gangstera-dlya-killing-floor.html' rel='bookmark' title='Leon&#8217;s gangster suit in Killing Floor'>Leon&#8217;s gangster suit in Killing Floor</a></li>
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		<title>Universal 3D model importer ( 3DX Ripper guide )</title>
		<link>https://metalmedved.com/en/universalnyj-importer-3d-modelej-instrukciya-po-3dxripper.html</link>
		<comments>https://metalmedved.com/en/universalnyj-importer-3d-modelej-instrukciya-po-3dxripper.html#comments</comments>
		<pubDate>Wed, 06 Jul 2011 14:05:06 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[3dx ripper]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=772</guid>
		<description><![CDATA[As a rule there are special resource tools for most famous games. But if there aren&#8217;t the 3DX Ripper is the one! 3DX Ripper – the tool for capturing 3D scenes right from screnn during game process. You can download it here. It compatible with any DirectX 6/8/9 application and have 3Ds Max and Maya [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html' rel='bookmark' title='How to import models and textures from Stalker to 3Ds Max'>How to import models and textures from Stalker to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>As a rule there are special resource tools for most famous games. But if there aren&#8217;t the 3DX Ripper is the one!</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-WcG_9x9M2KA/TtJLLx5-vGI/AAAAAAAAAyc/u95b868mpTU/s499/3dxriplogo.jpg" alt="3DX Ripper logo" /></p>
<p><span id="more-772"></span></p>
<p>3DX Ripper – the tool for capturing 3D scenes right from screnn during game process. You can download it <a href="http://www.deep-shadows.com/hax/3DRipperDX.htm#Download">here</a>. It compatible with any DirectX 6/8/9 application and have 3Ds Max and Maya support. If your game have many renderer libraries (e.g. OpenGL) you should set it to DirectX.</p>
<p>Let&#8217;s take a look guide of human model extracting from Xenus 2 game to 3Ds Max.</p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Install 3DX Ripper.<br />
During installing tool detect your 3Ds max automatically (versions 5-2011 are supported) and install nesessary plugin.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-_A4o5Qav_Eg/TtJJ9xeTWuI/AAAAAAAAAx0/467POH6Pa9o/s503/3drip1.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-_A4o5Qav_Eg/TtJJ9xeTWuI/AAAAAAAAAx0/467POH6Pa9o/s288/3drip1.jpg" height="220" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Run 3DX Ripper.<br />
In start page you can set capture key and stuff directories.</p>
<p>3DX Ripper gives textures in dds format. 3Ds Max can work with dds directly. To convert in other formats I recommend to use Photoshop with <a href="http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop">NVidia plugin</a>.</p>
<p>In <em>Please select DirectX 6/8/9 application to analize</em> field set game exe file. If game run not directly but through 3rd stuff go to step 3.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-IKxMj5b8O2M/TtJJ-coVpiI/AAAAAAAAAx4/3Pr2k3F9LlY/s653/3drip2.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-IKxMj5b8O2M/TtJJ-coVpiI/AAAAAAAAAx4/3Pr2k3F9LlY/s288/3drip2.jpg" height="251" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Run game through 3DX Ripper by clicking <em>Launch</em>. If game run not directly then click <em>Start global system monitoring </em> button and run game at usual way.</p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Start game process. If you can see label <em>Ready to capture</em> at left top corner all ready for capture. In other case your game can&#8217;t handle by 3DX Ripper and you should try to find other ways. Usually it&#8217;s multiplayer games with cheating protection stuff (e. g. Point Blank). </p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-HTVkY0GX0gM/TtJJ_LTyd3I/AAAAAAAAAx8/8HO-yzgAdAI/s800/3drip3.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-HTVkY0GX0gM/TtJJ_LTyd3I/AAAAAAAAAx8/8HO-yzgAdAI/s288/3drip3.jpg" height="175" width="288" /></a></p>
<p>So, find location with target object/person and press capture key (F12 by default). You can see some information message and game freezes for few minutes then continues. After that you can close game and 3DX Ripper.</p>
<p>All objects in capture frame will be static. All objects will be captured in poses for given moment. If you want to make animation model in future with skeleton you better capture persons with bristling limbs.</p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Open capture frame in 3Ds Max. It needs huge amount of RAM so set big swap file limit. During opening you should set stuff in option window like:</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-O_NJsdAOmI4/TtJJ_gswOmI/AAAAAAAAAyA/6hxHIzWwfeY/s652/3drip4.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-O_NJsdAOmI4/TtJJ_gswOmI/AAAAAAAAAyA/6hxHIzWwfeY/s288/3drip4.jpg" height="288" width="168" /></a></p>
<p>You will see something like that:</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-y3NkIOYHasI/TtJKAHrC5jI/AAAAAAAAAyE/VeqO3GHAbVE/s800/3drip5.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-y3NkIOYHasI/TtJKAHrC5jI/AAAAAAAAAyE/VeqO3GHAbVE/s288/3drip5.jpg" height="216" width="288" /></a></p>
<p>In this case hemisphere is a border of game space and major objects places in its center.</p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Find needed model in scene. It better finds in Wireframe mode with manual rendering.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-9E8p9I7dh7M/TtJKAxAsu4I/AAAAAAAAAyI/F-4euLuAybc/s800/3drip6.jpg" rel="lightbox[772]"><img src="https://lh6.googleusercontent.com/-9E8p9I7dh7M/TtJKAxAsu4I/AAAAAAAAAyI/F-4euLuAybc/s288/3drip6.jpg" height="216" width="288" /></a></p>
<p>After finding model it needs to delete all other scene objects. select model and group it with title (e. g. <em>MyModel</em>). Then select all other objects through <em>Select by Name</em> tool and delete it.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-d-LZ5ScFNy4/TtJKBeKSYdI/AAAAAAAAAyM/SydtoxRhdfU/s590/3drip7.jpg" rel="lightbox[772]"><img src="https://lh6.googleusercontent.com/-d-LZ5ScFNy4/TtJKBeKSYdI/AAAAAAAAAyM/SydtoxRhdfU/s288/3drip7.jpg" height="288" width="228" /></a></p>
<p>Then ugroup target model and delete some wrong grouped stuff. You should get clean model.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-dl11_oJtmF4/TtJKByhG9JI/AAAAAAAAAyQ/J9ydXgtQqjE/s740/3drip8.jpg" rel="lightbox[772]"><img src="https://lh4.googleusercontent.com/-dl11_oJtmF4/TtJKByhG9JI/AAAAAAAAAyQ/J9ydXgtQqjE/s288/3drip8.jpg" height="154" width="288" /></a>   <a href="https://lh5.googleusercontent.com/-ZbCGEUWjcwk/TtJKCd_5uCI/AAAAAAAAAyU/J2tDGM1StAY/s800/3drip9.jpg" rel="lightbox[772]"><img src="https://lh5.googleusercontent.com/-ZbCGEUWjcwk/TtJKCd_5uCI/AAAAAAAAAyU/J2tDGM1StAY/s288/3drip9.jpg" height="216" width="288" /></a></p>
<p>Now work&#8217;s done. You may also find used textures in material editor by using pipette tool.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-jpeAjI4au2s/TtJKDAss2zI/AAAAAAAAAyY/WS6Xpr45g0U/s640/3drip10.jpg" rel="lightbox[772]"><img src="https://lh3.googleusercontent.com/-jpeAjI4au2s/TtJKDAss2zI/AAAAAAAAAyY/WS6Xpr45g0U/s288/3drip10.jpg" height="288" width="129" /></a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html' rel='bookmark' title='How to import models and textures from Stalker to 3Ds Max'>How to import models and textures from Stalker to 3Ds Max</a></li>
</div></p>]]></content:encoded>
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		<title>Model Import from Source engine games</title>
		<link>https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html</link>
		<comments>https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html#comments</comments>
		<pubDate>Tue, 21 Jun 2011 14:33:23 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[source]]></category>
		<category><![CDATA[team fortress]]></category>
		<category><![CDATA[model converting]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=720</guid>
		<description><![CDATA[Sorry, this entry is only available in Русский. Share:
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html' rel='bookmark' title='How to import models and textures from Stalker to 3Ds Max'>How to import models and textures from Stalker to 3Ds Max</a></li>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html' rel='bookmark' title='How to import models and textures from Stalker to 3Ds Max'>How to import models and textures from Stalker to 3Ds Max</a></li>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
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		</item>
		<item>
		<title>How to import models and textures from Stalker to 3Ds Max</title>
		<link>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html</link>
		<comments>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html#comments</comments>
		<pubDate>Sun, 19 Jun 2011 15:42:40 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[x-ray]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[model converting]]></category>
		<category><![CDATA[stalker]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=704</guid>
		<description><![CDATA[At this article you may learn about how to import game models and textures from S.T.A.L.K.E.R. (and other X-Ray games) to 3Ds Max. Before beginning it needs to download couple of tools: - STALKER Universal Extractor (SUE) - OGF Master + 1. Run SUE, choose game kind with radio button (from up to down: Shadow, [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>At this article you may learn about how to import game models and textures from S.T.A.L.K.E.R. (and other X-Ray games) to 3Ds Max.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-1HrZIipsQEs/TnE0JbuWxvI/AAAAAAAAAcQ/R9PV_5-R69w/xraylogo.jpg" alt="x-ray logo" /></p>
<p><span id="more-704"></span></p>
<p>Before beginning it needs to <a href="http://www.mediafire.com/?dana15p45oqx7in">download</a> couple of tools:</p>
<ul>
- STALKER Universal Extractor (SUE)<br />
- OGF Master +</ul>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Run SUE, choose game kind with radio button (from up to down: Shadow, Clear Sky, Call of) then set path to game root by button <em>Обзор</em>. Game data unpacking process starts immediately. After couple of minutes all will be done and you can find unpacking files at <em>UEgamedata</em> subfolder of game root.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-kvp5q_XUXyw/TltaU3dv21I/AAAAAAAAAJM/XZ2N0Sxl_Ss/impst1.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh6.googleusercontent.com/-kvp5q_XUXyw/TltaU3dv21I/AAAAAAAAAJM/XZ2N0Sxl_Ss/s288/impst1.jpg" height="216" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Run OGF Master + and install smd import plugin for 3Ds Max. Click <em>Плагин SMD</em> button, then <em>Далее</em> and save plugin. Next copy it to 3Ds Max plugins directory.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-tSl-oUMTA0c/TltaT5jE63I/AAAAAAAAAJM/0G3_RTKzAf8/impst2.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh3.googleusercontent.com/-tSl-oUMTA0c/TltaT5jE63I/AAAAAAAAAJM/0G3_RTKzAf8/s288/impst2.jpg" height="202" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Add to OGF Master + required models for convert (e.g. P90) by clicking <em>Добавить модель(ли)</em> button. In example weapons locate at <em>UEgamedata\meshes\weapons</em> folder. </p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-OCc_eI8DMaU/TltaUUawZAI/AAAAAAAAAJM/arlYnjhWdjk/impst3.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh5.googleusercontent.com/-OCc_eI8DMaU/TltaUUawZAI/AAAAAAAAAJM/arlYnjhWdjk/s288/impst3.jpg" height="201" width="288" /></a></p>
<p>Click <em>Конвертировать модель(ли)</em> button then set destination convert directory with upper <em>Обзор</em> button clicking. Optionally you may make auto copy model textures from resources by checking box and add textures directory with bottom <em>Обзор</em> button. Click <em>Начать конвертацию</em>. When you get message <em>Ковертирование закончено</em> close OGF Master +.</p>
<p style="text-align: center;"><a href="https://lh5.googleusercontent.com/-Qmx1guroevA/TltaUpRfrzI/AAAAAAAAAJM/Q-TV9OkTJ78/impst4.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh5.googleusercontent.com/-Qmx1guroevA/TltaUpRfrzI/AAAAAAAAAJM/Q-TV9OkTJ78/s288/impst4.jpg" height="202" width="288" /></a>  <a href="https://lh3.googleusercontent.com/-KU3JPFCfBcw/TltaTPm_iII/AAAAAAAAAJM/Tzk8gQkEqYY/impst5.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh3.googleusercontent.com/-KU3JPFCfBcw/TltaTPm_iII/AAAAAAAAAJM/Tzk8gQkEqYY/s288/impst5.jpg" height="201" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>After previous step you have folder with smd model file and textures. Now run 3Ds Max and open this one. It may set some options and set textures during opening. </p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-hhfhOpqTqXk/TltaTqo6RPI/AAAAAAAAAJM/jKxPfWC8HPY/impst6.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh4.googleusercontent.com/-hhfhOpqTqXk/TltaTqo6RPI/AAAAAAAAAJM/jKxPfWC8HPY/s288/impst6.jpg" height="200" width="288" /></a></p>
<p>That&#8217;s all.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-mzfjqHLTSe0/TltaSk608WI/AAAAAAAAAJM/pzkvLKV9C1U/impst7.jpg" target="_blank"  rel="lightbox[704]"><img src="https://lh6.googleusercontent.com/-mzfjqHLTSe0/TltaSk608WI/AAAAAAAAAJM/pzkvLKV9C1U/s288/impst7.jpg" height="216" width="288" /></a></p>
<p>After step 4 you get S.T.A.L.K.E.R. game models that you can modify and send to other games. In my nearest articles you may learn about how to port weapon models.</p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-iz-igr-na-dvizhke-source.html' rel='bookmark' title='Model Import from Source engine games'>Model Import from Source engine games</a></li>
</div></p>]]></content:encoded>
			<wfw:commentRss>https://metalmedved.com/en/import-modelej-i-tekstur-iz-stalker-v-3ds-max.html/feed</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Texture import (baking) for models in Unreal Engine</title>
		<link>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html</link>
		<comments>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html#comments</comments>
		<pubDate>Tue, 10 May 2011 23:41:33 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=531</guid>
		<description><![CDATA[In previous articles you may read about export and import model. There is a making testures guide in this article. 1. Open model and prepare it for further work. You should read making model guide and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>In previous articles you may read about <a href="https://metalmedved.com/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a> and <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">import</a> model. There is a making testures guide in this article.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-AufZ4DHahbo/TltakaaYsWI/AAAAAAAAAJM/OiW__XdKXIo/EdSplash.jpg" alt="" /></p>
<p><span id="more-531"></span></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open model and prepare it for further work.<br />
You should read <a href="https://metalmedved.com/sozdanie-novoj-modeli-igroka-v-unreal-engine.html">making model guide</a> and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better convert Mesh to Poly before Skin modifier using. It may use Edit Poly modifier as well.</p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Using Unwrap UVW modifier.<br />
Select model and use one above Skin. Unwrap UVW cut mesh surface to separate areas automatically each of ones match to specified texture part (hands, jacket, pants).</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s640/textchar1.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s288/textchar1.jpg" height="288" width="240" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Editing unwrap map.<br />
Using Edit button you go to unwrap editing window. There are model parts projections here. Using Move, Rotate and Scale tools it needs to place all parts separately to blue square without intersedctions. It may use Tools/Pack UVs menu action, but this is worse than manually as all parts will have equal scale. It is important to keep original proportions of model parts. Bigger parts should have more space on unwrap map.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s640/textchar2.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s288/textchar2.jpg" height="288" width="286" /></a>  <a target="_blank" href="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s640/textchar3.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s288/textchar3.jpg" height="288" width="234" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Prepare texture at Photoshop.<br />
When unwrap map is done it should to use Tools/Render UVW Template menu item. It creates texture template.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s640/textchar4.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s288/textchar4.jpg" height="288" width="234" /></a></p>
<p>Open this file in Photoshop and fill parts inside with one color. Then copy matching parts from original texture and align it to unwrap shape. After all elements are in right places save it.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/textchar5.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/s288/textchar5.jpg" height="270" /></a>   <a target="_blank" href="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s640/textchar6.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s288/textchar6.jpg" height="270" /></a><br />
<a target="_blank" href="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/textchar7.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/s288/textchar7.jpg" height="288" width="246" /></a>   <a target="_blank" href="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s640/textchar8.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s288/textchar8.jpg" height="288" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Applying texture to model.<br />
Select all polygons and set one ID on Polygon Material IDs tab. </p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/textchar9.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/s288/textchar9.jpg" height="268" width="288" /></a></p>
<p>Then in empty slot of Material Editor you should choose Diffuse Color at Maps tab and set it to Bitmap with new texture file. Select all model and use Assign Material to Selection button.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s640/textchar10.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s288/textchar10.jpg" height="272" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Checking texture quality.<br />
Make rendering, check for texture mismatch. Fix bugs going to step 4.<br />
<span style="color: #00ff00;"><strong>7. </strong></span>Export model to Killing Floor Editor.<br />
Using <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">this guide</a> import model to KF Editor. On Material mesh tab you should see only one texture slot and insert new texture to.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/textchar11.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/s288/textchar11.jpg" height="231" width="288" /></a></p>
<p>After learning this article you may import characters in KF through 3Ds Max without assistance.<br />
<p><a href="https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html"><em>Click here to view the embedded video.</em></a></p></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div></p>]]></content:encoded>
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		<item>
		<title>Making new player model in Unreal Engine</title>
		<link>https://metalmedved.com/en/sozdanie-novoj-modeli-igroka-v-unreal-engine.html</link>
		<comments>https://metalmedved.com/en/sozdanie-novoj-modeli-igroka-v-unreal-engine.html#comments</comments>
		<pubDate>Tue, 03 May 2011 18:38:43 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[new character]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=518</guid>
		<description><![CDATA[In this article you may find 10 step instruction of new player model import to Killing Floor. 1. Open model and prepare it for work. So we find 3Ds Max model file at the internet and want to import it in Killing Floor. E.g. Dante from Devil May Cry. Firstly you should open 3Ds Max [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-novoj-modeli-oruzhiya-v-unreal-engine.html' rel='bookmark' title='Making new weapon in Unreal Engine'>Making new weapon in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>In this article you may find 10 step instruction of new player model import to Killing Floor.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-54wMzkZo3Uk/Tlxj6FRaW3I/AAAAAAAAAUE/hN1UUsH3aZ4/newchar0.jpg" border="0"></p>
<p><span id="more-518"></span></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open model and prepare it for work.<br />
So we find 3Ds Max model file at the internet and want to import it in Killing Floor. E.g. Dante from Devil May Cry. Firstly you should open 3Ds Max file and prepare it for work. It needs to texture model and optimize its polygon quantity. How to texture model I write <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">this article</a> about. The difference is that model have more then one texture.<br />
Polygon quantity optimization needs for keeping game performance. High detailed model may overload game engine or just not be imported. Right model polygon quantity is about 7000 for Killing Floor. If new model has too much polygons it needs to reduce it using Pro Optimizer mesh modifier. Reduce model quality step-by-step then it gets about 7000. Pro Optimizer guide <a href="http://docs.autodesk.com/MAXDES/13/ENU/Autodesk%203ds%20Max%20Design%202011%20Help/files/WS73099cc142f48755-1257e12111bf108800e-149b.htm">here</a>.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh6.googleusercontent.com/-NefV4tGtLEE/TltaPQW11wI/AAAAAAAAAJM/4NGylLNERM0/newchar1.jpg" rel="lightbox[518]"><img src="https://lh6.googleusercontent.com/-NefV4tGtLEE/TltaPQW11wI/AAAAAAAAAJM/4NGylLNERM0/s288/newchar1.jpg" height="174" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Import to scene one of regular Killing Floor player model.<br />
Read <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">here</a> about how to do this.</p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Scale and match new model to regular<br />
Scale and match its positions accurately. If new model has skeleton you should set mesh in regular position right away.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh6.googleusercontent.com/-4JulrdpVZ20/TltaP7FrC9I/AAAAAAAAAJM/PzoIQlHs_b4/s720/newchar2.jpg" rel="lightbox[518]"><img src="https://lh6.googleusercontent.com/-4JulrdpVZ20/TltaP7FrC9I/AAAAAAAAAJM/PzoIQlHs_b4/s288/newchar2.jpg" height="276" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Delete regular model and match skeleton to new one.<br />
Delete regular mesh and leave skeleton only, you should delete new skeleton as well. Then using rotate tool only you should match regular skeleton so that bones   are inside body mesh parts. It may needs to additional scaling for model body parts. You must make no scaling or moving with skeleton bones! After matching it needs to save scene to separate file.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/--6reMIRR3mc/TltaPCOwMnI/AAAAAAAAAJM/Lkzkln9w-ag/s912/newchar3.jpg" rel="lightbox[518]"><img src="https://lh4.googleusercontent.com/--6reMIRR3mc/TltaPCOwMnI/AAAAAAAAAJM/Lkzkln9w-ag/s288/newchar3.jpg" height="213" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Making preliminary bones binding.<br />
Apply Skin modifier to model and add all bones to it.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-_keQe5BKODw/Tl3aleBYQ0I/AAAAAAAAAWQ/Z5-vLnekVO8/newchar8.jpg" rel="lightbox[518]"><img src="https://lh3.googleusercontent.com/-_keQe5BKODw/Tl3aleBYQ0I/AAAAAAAAAWQ/Z5-vLnekVO8/s288/newchar8.jpg" height="288" width="73" /></a></p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Check binding quality.<br />
Open ActorXImporter as write <a target="_blank" href="https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html">here</a> and use Restore Bindpose button on Tools tab. After that model turns to initial position. If some model parts turns to uncommon position (e.g. fingers stick together or limbs bend) you should back to step 4 file and improve skeleton position or back to step 5 and tune bones weigth at Evenlope node of Skin modifier. As soon as you remove bugs you may go to next step.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-BIxvGv9YITg/TltaOBY_UFI/AAAAAAAAAJM/cYkb6utrKHU/s640/newchar4.jpg" rel="lightbox[518]"><img src="https://lh3.googleusercontent.com/-BIxvGv9YITg/TltaOBY_UFI/AAAAAAAAAJM/cYkb6utrKHU/s288/newchar4.jpg" height="288" width="226" /></a>    <a target="_blank" href="https://lh4.googleusercontent.com/-RH-T8iQQgBw/Tl3aljw8wzI/AAAAAAAAAWU/TrfyPvL1IZs/s720/newchar7.jpg" rel="lightbox[518]"><img src="https://lh4.googleusercontent.com/-RH-T8iQQgBw/Tl3aljw8wzI/AAAAAAAAAWU/TrfyPvL1IZs/s288/newchar7.jpg" height="288" /></a></p>
<p><span style="color: #00ff00;"><strong>7. </strong></span>Import regular model again.<br />
As on step 2. You should choose low detailed model better.</p>
<p><span style="color: #00ff00;"><strong>8. </strong></span>Attach regular model to new one.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh6.googleusercontent.com/-blElBJNeHvE/TltaOv6QolI/AAAAAAAAAJM/Tq8jpFwgTwk/s640/newchar5.jpg" rel="lightbox[518]"><img src="https://lh6.googleusercontent.com/-blElBJNeHvE/TltaOv6QolI/AAAAAAAAAJM/Tq8jpFwgTwk/s288/newchar5.jpg" height="288" width="269" /></a></p>
<p><span style="color: #00ff00;"><strong>9. </strong></span>Delete regular model.<br />
Delete regular mesh parts from models merging.</p>
<p><span style="color: #00ff00;"><strong>10. </strong></span>Export new model with skeleton.<br />
You may read how to <a href="https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html">here</a>.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh6.googleusercontent.com/-BWaA7wjZG5E/TltaN8bzT1I/AAAAAAAAAJM/0PDysQpZcKI/s800/newchar6.jpg" rel="lightbox[518]"><img src="https://lh6.googleusercontent.com/-BWaA7wjZG5E/TltaN8bzT1I/AAAAAAAAAJM/0PDysQpZcKI/s288/newchar6.jpg" height="240" width="288" /></a></p>
<p>That&#8217;s all. It only needs to make texture baking and model ready to game test. About texture baking you may read in one of my futher articles.</p>
<p><a href="https://metalmedved.com/en/sozdanie-novoj-modeli-igroka-v-unreal-engine.html"><em>Click here to view the embedded video.</em></a></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/sozdanie-novoj-modeli-oruzhiya-v-unreal-engine.html' rel='bookmark' title='Making new weapon in Unreal Engine'>Making new weapon in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
</div></p>]]></content:encoded>
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		<slash:comments>64</slash:comments>
		</item>
		<item>
		<title>Model import from 3Ds Max to Unreal Engine</title>
		<link>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html</link>
		<comments>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html#comments</comments>
		<pubDate>Fri, 29 Apr 2011 21:00:13 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=403</guid>
		<description><![CDATA[Previously I publish article about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process. Before beginning it should download 3Ds Max plugin ActorX Mesh Exporter 1. Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file. 2. Open [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>Previously I publish <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">article</a> about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-2FN_ViT_c-4/TnEkxaLAmcI/AAAAAAAAAZ8/kS9c4xhVwQo/3dslogo.jpg" alt="3Ds Max" /></p>
<p><span id="more-403"></span></p>
<p>Before beginning it should download 3Ds Max plugin <a href="http://udn.epicgames.com/Two/ActorX.html">ActorX Mesh Exporter</a></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/impun1.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/s288/impun1.jpg" height="288" width="163" /></a>      <a href="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/impun2.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/s288/impun2.jpg" height="288" width="76" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Open Unreal Editor, go to Animation Browser, make an import of new psk mesh.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/impun3.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/s288/impun3.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Next it should import standart animation set from psa file. One can be founded in 1st step results of <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/impun4.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/s288/impun4.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Save file as ukx, open one again and fill the mesh propeties. It needs for right 3D orientation and linking with animations. Open default game model file (for KF KF_Soldier_Trip) and copy default mesh properties.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/impun5.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/s288/impun5.jpg" height="249" width="288" /></a></p>
<p>Then open your file and past it:</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/impun6.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/s288/impun6.jpg" height="251" width="288" /></a></p>
<p><em>Animation/DefaultAnimation</em> property should be filled manually by mask <em>MeshAnimation&#8217;UkxFileName.AnimationSetName&#8217;</em>  or choose animation set, menu item <em>Edit/Linkup anim and mesh</em> and mesh itself.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-v_m0pfkKX6U/TltaV3iabRI/AAAAAAAAAJM/Yvosal-kQxM/impun7.jpg" border="0"></p>
<p>Save and it&#8217;s done. Now you may use new mesh in game.</p>
<p> It should be noted, that for correct work mesh needs for its own texture and have a standart skeleton. Making textures and linking skeleton are different complicated themes that you may reed in follow articles.</p>



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