MAKING YOUR OBJECTS RECOLORABLE in 3 STEPS
First I want to thank @Ayuni. I don’t know if they are in the forums but her videos helped me immensely to understand how to make my CC recolorable when I was having a hard time figuring it out!
In this tutorial you will learn what you need to make your CC recolorable using the in-game color wheel, basically an RGB Map and to make a small modification to your Base Color Map, and how to do it in three small steps!
For a more detailed and beginner friendly tutorial on how to set up your meshes and textures inside the modkit, go here!
TUTORIAL OVERVIEW:
STEP 1. Modify your Base Color Map
STEP 2. Create your RGB Map.
STEP 3. Set your maps inside the MODkit.
01 - Modify your Base Color Map
Your “Base Color Map” is often called “Diffuse Map” depending on the software you are using to create and bake your textures. We will be refering to it in this tutorial as “Base Color Map”.
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For the color wheel to work on your CC item, the Base Color Map needs to have an alpha channel.
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You can easily create an alpha channel by opening your Base Color Map and following these steps on your desired image editor (Photoshop, GIMP, etc). I will be using Photoshop CS6, but the UI shouldn’t vary that much.
IMPORTANT! You must export your Base Color Map as TGA, not png nor jpg.
02 - Making an RGB Map
02-1. Understanding your RGB MAP
You will be assigning up to three recolorable areas to your CC item: main color, sub color and accent.
Your items should have at least a main color. Subcolor and accent are OPTIONAL. Which means you can have main color and accent, main color and subcolor, or just main color. But there has to be at least one recolorable area marked.
How do you mark areas for recolor? By coloring them like this:
- MAIN COLOR: #FF0000 (Red)
- SUBCOLOR: #00FF00 (Green)
- ACCENT: #0000FF (Blue)
02-2. Making your RGB MAP
Take your Base Color Map, the one that you had BEFORE adding an alpha channel.
Open the Base Color Map in your prefered image editor.
2.2.1. Make three new empty layers
2.2.2. On you Base Color Map, select the regions that you want to be the “main color”.
Click on the first empty layer and paint the region #FF0000 (Red).
2.2.3. On you Base Color Map, select the regions that you want to be the “subcolor”.
Click on the first empty layer and paint the region #00FF00 (Green).
2.2.4. On you Base Color Map, select the regions that you want to be the “accent”.
Click on the first empty layer and paint the region #0000FF (Blue).
Export your RGB Map as PNG.
03 - Setting your maps inside the modkit
3.1. Setting the RBG MAP
** Double click on your RGB Map inside the “Textures” folder and make sure RGB isn’t ticked. Check picture for reference.
** Once you have created your material, put the RGB Map in the RGB slot as seen in the image bellow:
3.2. Setting your base color map
** Double click on your Base Color Map inside the “Textures” folder and make sure RGB IS ticked. Check picture for reference.
** Put your Base Color Map in the Base Color map slot, then adjust the settings as you see in the images bellow:















