Intermediate Modding Tutorial II - Make CC Recolorable for the Color Wheel! in 3 Steps

                             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”.

  • For the color wheel to work on your CC item, the Base Color Map needs to have an alpha channel.

  • 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).

:custom_heart: 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:

After this, make sure that inside the Data Editor, your “Num Color Channels” and “Num Texture Channels” matches the number of recolorable parts. It should be a number between 1 and 3.

I hope this Tutorial helped!

If you have any doubt or need help, please let me know :psycat_blush:

Happy Zoidventures! :custom_heart:

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As always - awesome! :custom_fire:

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Thank youuuu! You are always the sweetest :custom_heart:

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Hi! First of all, thank you for all the tips — they are really helpful. I’m new to modding and I’m having some issues while exporting textures for the modkit. I use Marvelous Designer to create the garment mesh, but when I export the FBX using the Inzoi modkit plugin after Blender, the UV texture doesn’t match the mesh properly.

For example, let’s say I designed a t-shirt with two different color parts: one for the main color, and another for the edges. But when I apply the texture to the material in the Modkit, the edge and main color areas get mixed up. Because of this issue, I’ve only been able to create mods with single-color designs so far.

How do you export textures for modding? Do you use a specific program, or do you do everything inside Blender?

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Hi there! I use CLO and Blender and I haven’t encounter this problem. Can I ask you to send me, if you don’t mind:

  • screenshot of your mesh with the messed up textures
  • screenshot of your material slots inside the modkit
  • screenshot of your uv maps
  • screenshot of the uv mapping section inside MD

And just to make sure, did you bake the UV maps before exporting to blender?

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Hello again, thanks a lot for the help! I realized I was making a mistake while exporting the FBX from Marvelous Designer.
I was using the UV panel when exporting the texture and selecting the “Texture Bake” option there, turns out I wasn’t supposed to do that. I just needed to properly place the UV parts and bake them during the FBX export process. When I did it that way, the issue was solved.

Thanks again for all the tips and everything you’ve shared. I’m really looking forward to what’s coming next!

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Yay I am so glad you could solve it indeed!!

Looking forward to your cc :psycat_blush:

1 Like