First load the model in lithunwrap…
its 3D = bad. Cause skins are 2D.. time to UNWRAP the model.. hide all groups exept the head. (or another one of your picking) Now select the head and use the UV map function to unwrap it to 2d.. it might not be perfect.. the one UV you pick is better then another one for the object you selected.. (this is the one under TOOLS)
No point explaining.. just try em all. Now we got it unfolded make sure the unwrapped model (or the group better said) is symetric.. some things from the left of the model might be unwrapped to the right… use the program functions to select the faces and frag them to the correcponding palce at the other side.
Done? save the model.. it will now save the 2D outlet in the 3D model making the game aware where a skin is.
time to go back to lithunwrap and still only have, or now correct, unwrapped model. (just that one group)
now go to the UV amp under FILE and save it.. it saves a bitmap.. (I suggest 256 color.) if you want to color the thing or not is up to you but I suggest to only do it if you can spare colors. Or else it saves you a few colors you do not want or need..
This file is a 256 color bmp file with colored or other way noticable figures in it.. anything in these figures needs to be skinned.. to be safe skin a tad outside it aswell.
You will notice the bmp being a exact color copy (red, green, not a skin) of the unwrapped version of your group.
Some groups can be on one bmp file.. be sure to then display those groups and unwrap them together.
dang DC lithunwrap does make some things simpler, especially if you have a broken hand, lol,
it does have its problems though,
ultimate unwrap 3d is by far better, but ya gotta pay for that and i already shelled out too much money for modelling stuff for nothing in return, (25$)
i hope you got the UV part cause I did not screen that.. basicly make it from that 3d model you see into 2D with the UV functions.. to make a skin on it:
1: open model.
2: groups hide.. (hide all groups.. then unhide the head)
3: select the GROUP function. under the menu bones you see a pressed button.. thats the one.. then go in the menu I openen and do select all. (that menu also can select on groups if you can not find that button)
4: right side.. materials.. select the head material and press asign.. if you do this will the groups currently shown (not hidden) selected it aplies the texture on the background.
5: UV map.. save
6: select color (or not) and a hight/width.. make sure its HL compatible. 512 for example is.
now you save the model again as a milkshape file (so when it says save as .lum go look at types and select milkshape.
to make the skin on the background:
press materials
head
select bitmap, then properties
use change and browse to your bitmap. if you have noone use the UV map saved bitmap to make a desent bitmap first.
MAKE SURE THE FACES ARE EXACTLY OVER THE BITMAP.
As show in the example (2) its pretty well done here exept the ear on the right of the pic.. yet this is better then letting the ear get outside the pic. (makes black lines)