The thread title is misleading, I'm not about to explain how to make a Civ-III unit but I'll explain how to get a workable model to use in your favorite 3D software. From there, you can refer to your usual tutorials.
This tutorial works with Command & Conquer 2: Tiberian Sun (and its expansion, Firestorm) and should work with Command & Conquer: Red Alert 2 (and its expansion Yuri's Revenge).
You'll need a few free tools first.
- Voxel Section Editor III (version used is v1.39.128)
http://www.ppmsite.com/forum/viewtopic.php?t=29119
- XCC Mixer (version used is 1.46)
http://xhp.xwis.net/
1. Extract the data
1.1 Launch XCC Mixer
I'll use here the file for Tiberian Sun, as it's the only pre-C&C3 C&C game I've got installed on the computer right now. Snoop around for the other games.
1.2.
Open TIBSUN.MIX
Open local.MIX
1.3. Selecting your unit vxl file
In the local.mix file, you've got every .vxl file of the game. These are the volumetric models used for each units. Almost all of them are described so you should find your unit without trouble.
Right Click on the vxl file > Extract > Save
2. Convert VXL to OBJ
2.1. Launch Voxel Section Editor III
2.2. Open the .vxl file with it (File > Open)
2.3. Tools > 3D Modelizer
Here the creative part.
2.4. Model Quality
Views (it's the dark button between the arrows and the number) > Model Quality
That's where you'll smooth the model. As you've seen, the vxl model is just a bunch of crude pixels. If you want to render it that way, you need to select "Editing cubes". If you want an ultra-smoothed model, try "Triangle Smoothed". There isn't an always perfect option, it will depend of what unit you're converting. An angular unit won't look good if it's too smoothed and a 6 wheel units would probably need an extra-smooth for the wheels. Your particular style also play a role, as well as the resolution you're planning to render the unit.
Take note that the texture extracting procedure (step 2.6) only works with "High Poly" and "Triangle Smoothed".
2.5 Civ-Colors
If you're planning ahead, you can already set the Civ-Colors here.
Views > Remap Colors > Dark Blue
2.6 Textures
2.6.a. You're working with a "High Poly" or "Triangle Smoothed" model.
View > Textures Effect > Texture Size > 1024 (your choice, really).
View > Textures Effect > Texture File Type > BMP
View > Textures Effect > Generative Diffuse Texture (1st)
2.6.b. You're working with another level of smoothing.
I'm afraid you're on your own.
You should, after step 2.7, launch UVMapper, open the .obj file with it, then Edit > New UV Map > Box > File >
Save Model > File > Save texture map.
You'll need to edit the newly created texture map. A good way to do it is probably to generate a texture map like in step 2.6.a and copy/paste the general parts.
2.7. Exporting the model and the texture.
File > Save Model as > Save
3. The fun part
Now, you need to open the .obj and its texture in your favorite 3D software and start animating.
Examples made with an unrefined (and thus blurry) texture file and a smoothed model.

A refined texture would really take the quality a few steps up. You can also clean up the model in Voxel Section Editor or even modify it completely.
The same model with a cleaner texture :

Please share your thoughts and your improvements.
This tutorial works with Command & Conquer 2: Tiberian Sun (and its expansion, Firestorm) and should work with Command & Conquer: Red Alert 2 (and its expansion Yuri's Revenge).
You'll need a few free tools first.
- Voxel Section Editor III (version used is v1.39.128)
http://www.ppmsite.com/forum/viewtopic.php?t=29119
- XCC Mixer (version used is 1.46)
http://xhp.xwis.net/
1. Extract the data
1.1 Launch XCC Mixer
I'll use here the file for Tiberian Sun, as it's the only pre-C&C3 C&C game I've got installed on the computer right now. Snoop around for the other games.
1.2.
Open TIBSUN.MIX
Open local.MIX
1.3. Selecting your unit vxl file
In the local.mix file, you've got every .vxl file of the game. These are the volumetric models used for each units. Almost all of them are described so you should find your unit without trouble.
Right Click on the vxl file > Extract > Save
2. Convert VXL to OBJ
2.1. Launch Voxel Section Editor III
2.2. Open the .vxl file with it (File > Open)
2.3. Tools > 3D Modelizer
Here the creative part.
2.4. Model Quality
Views (it's the dark button between the arrows and the number) > Model Quality
That's where you'll smooth the model. As you've seen, the vxl model is just a bunch of crude pixels. If you want to render it that way, you need to select "Editing cubes". If you want an ultra-smoothed model, try "Triangle Smoothed". There isn't an always perfect option, it will depend of what unit you're converting. An angular unit won't look good if it's too smoothed and a 6 wheel units would probably need an extra-smooth for the wheels. Your particular style also play a role, as well as the resolution you're planning to render the unit.
Take note that the texture extracting procedure (step 2.6) only works with "High Poly" and "Triangle Smoothed".
2.5 Civ-Colors
If you're planning ahead, you can already set the Civ-Colors here.
Views > Remap Colors > Dark Blue
2.6 Textures
2.6.a. You're working with a "High Poly" or "Triangle Smoothed" model.
View > Textures Effect > Texture Size > 1024 (your choice, really).
View > Textures Effect > Texture File Type > BMP
View > Textures Effect > Generative Diffuse Texture (1st)
2.6.b. You're working with another level of smoothing.
I'm afraid you're on your own.
You should, after step 2.7, launch UVMapper, open the .obj file with it, then Edit > New UV Map > Box > File >
Save Model > File > Save texture map.
You'll need to edit the newly created texture map. A good way to do it is probably to generate a texture map like in step 2.6.a and copy/paste the general parts.
2.7. Exporting the model and the texture.
File > Save Model as > Save
3. The fun part
Now, you need to open the .obj and its texture in your favorite 3D software and start animating.
Examples made with an unrefined (and thus blurry) texture file and a smoothed model.


A refined texture would really take the quality a few steps up. You can also clean up the model in Voxel Section Editor or even modify it completely.
The same model with a cleaner texture :

Please share your thoughts and your improvements.