When importing your meshes and UV maps into the modkit, you will notice that the texture of the clothing suddenly appears to shine too much, sometimes exaggerately so. In this small tips and tricks post I have gathered three tricks I found to make that extra shine disappear.
ADJUST THE PERCENTAGES OF YOUR ORM/ARM MAP:
I personally use this page shared by JaruS in discord to make my ORM/ARM maps, so thank you JaruS for the useful tool. But wherther you use this page or make your maps manually or with a certain software, there are some adjustments to the intensity of the ambient occlusion and the metallic map that have have helped me succesfully get rid of the shine.
- Ambient occlusion set to 30%
ADJUST ROUGHNESS IN BLENDER
Inside blender, after loading the correct avatar, importing your outfit and copying the weight you have to go to the property editor in the right and click on a red icon in the shape of a planet.
This will open a menu with several submenus that will allow you to adjust the roughness and metalness for your mesh. If you want to get rid of the shine completely, metalness must be set to 0. After that, you can adjust the roughness in the “diffuse” and “base color” submenu to your liking.
- the roughness setting in this image are merely an estimate a used for a specific project. I find it best to change the roughness depending on the project and the type of finish you want to give it. I usually teak it until I like the final result.
LOWER YOUR THE INTENSITY OF YOUR NORMAL IN CLO3D OR MD
If you are using CLO or MD to create your outfits, I have tested with positive results that lowering the intensity of your normal helps get rid of the shine, and also of darker, unwanted fold in your clothing.
This can be done through Everywear, in the Material menu after packing your UVs and baking your textures. I often set it to 0 as a personal preference, because it gives a cleaner finish to the overall look of the outfit, but you can play with it to see what you like.

I really hope this was helpful to you! Thank you for your time Ę• â—Ź á´Ą â—ŹĘ”
Happy Zoidventures!
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Bookmarked this one, too! 
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I am so so happy it might be of help!! Thank you 
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Hello, I use CLO3D to create clothing for inZOI, but I’m running into an issue when importing my outfit into the inZOI Modkit via Blender (using the Inzoider plugin). Once in-game, I can’t assign any color to the outfit—it stays white even though all three color channels are activated. I can only apply textures.
I’m not sure if this is something I’m doing wrong, or if it’s a known limitation and everyone agrees that mods aren’t fully customizable with solid colors that we choose and blend with different textures. Normally, I export from CLO3D as FBX using the Everywear plugin, or sometimes via LiveSync. I add my ARM map, normal map, and diffuse map. I even tried creating an RGB mask, but it didn’t help at all!
I haven’t tested the empty project creation method yet, but I wanted to be sure that doing so would allow direct color customization in-game—not just by creating multiple color swatches. (Though honestly, I might end up doing that anyway because I’m so excited to share my models on Canvas !)
Looking forward to hearing from you all—wishing everyone a great week !
ps: traduis avec copilote ai, je ne parle pas anglais 
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Hi there! If you want your object to be recolorable in game, you need to make your diffuse (base color) different and also make an RGB channel. So far I don’t have a tutorial for that, but you can use my empty project tutorial and then just follow these steps when you are setting up your textures and materials:
SETTING UP YOUR DIFFUSE:
Open diffuse in photoshop or any other image editor. Go to “channels”, add an alpha channel, then paint the whole channel grey with color code #A6A6A6.
Save as TGA (This is very important).
SETTING UP YOUR RGB
Choose how many parts of your outfit you want to recolor (it can be up to three): main color, subcolor and accent color.
Select the parts that will be the “main color” and paint them red #FF0000.
Select the parts that will be the “subcolor” and paint them green #00FF00
Select the parts that will be the “accent color” and paint them blue #0000FF
Save as PNG.
SETTING UP THE MATERIAL
Inside your material, set up your base color like this:
p.s. Mods are shared through Curseforge, not Canvas, just so you know! If you have any other doubt, please let me know. Looking forward to seeing your CC around 
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Hello, thank you for your reply! I didn’t know I had to save my diffuse map as a .tga file. (However, I didn’t quite understand the part about changing the channel in the drawing software — I’m using Affinity Designer.) Does it mean I just need to make the transparent background of my diffuse map gray, using the color code you mentioned? Sorry, I’m really struggling to understand. If you could share a screenshot or your YouTube channel for tutorials, I’d be happy to check them out.
I do have CurseForge, but maybe I need a premium subscription to share my mods? Even though it’s installed, I can’t upload or download mods from CurseForge — I have to go through inZOI to download them in the mod section.
Thank you so much for taking the time to reply. In the meantime, I’ll try to follow your instructions for the diffuse map using Affinity Designer. Bisou 
Hi there! I find it difficult to explain so I made a short video of what you have to do with your diffuse map. I use photoshop so you’d have to try to find something similar in your program? Tell me if it helps.
Hi itsmechiie7, I managed to apply the color—you definitely pointed me toward a good strategy! I had to install GIMP, and I didn’t follow your tutorial exactly, but I got the idea with the gray color a6a6a6. What worked for me was changing the color of my patterns directly in the diffuse map: I turned everything to a6a6a6 gray, then lowered the opacity, and clicked on the image to get a mask that transfers the alpha onto the base image.
I’m not sure why it works that way for me, because I tried your tutorial, but in GIMP the alpha channel is already there and I couldn’t modify it the way you did. Still, I understood the power of gray XD. Now I’m figuring out how to upload my mod to CurseForge, and once everything’s ready I’ll show you 
I admit I naively thought my creation would show up on Canvas, but when I downloaded it from my game server (GeForce), I only got the DLC clothes from the game… such a shame! Have a great day, hugs 
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I’m glad it helped in a way! Looking forward to seeing your cc on curseforge 
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Hi! I have another question about mods—do we have to include patterns? Can we just present the clothing with a base color and let the user restyle the model however they want?
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Yes, that’s correct. No need to include patterns. Your model will appear with the base colors of your diffuse and then people will be able to change the colors to their liking if you made it recolorable.
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