Intermediate Modding Tutorial: Skin Mods Without The Wizard.

While the Wizard is convenient, it still causes the “Gray Hair Glitch”, so here we will learn to create skin projects from scratch inside the modkit. In order to create what you need for this tutorial, here is InZoi’s official video.

[This tutorial contains short videos to make it easier to follow]

WHAT YOU WILL NEED:

  • Main Mod Head PNG
  • Main Mod Body PNG
  • Aging Body version PNG (if you want to create the older version)
  • Aging Body version PNG (if you want to create the older version)

Let’s begin!

  1. GETTING YOUR PROJECT READY.

Open the modkit, double Click on “Create Empty Project” and name your new mod project. For skins, I use this naming formula:

“Skin_NiVen_Nameofthemod”

Now right click on your project name and select “new folder”. Name this folder “Materials”

In the Content Browser’s search bar go to “all” and search for “body” to find a material instance (a very unsettling looking ball) to copy into your project. Once you find it, drag it to your Material Folder and select “Copy Here”. Make sure to rename it. Like this:

Repeat the same process to get a “Head Material” for our project by searching for “head” instead of body, dragging the ball to your Material Folder . Don’t forget to rename the ball to avoid trouble with UE5.

[TIP: To select the appropiate material ball just hover over and make sure its directory corresponds to UE5/ Modkit and not to one of your other projects]

Once you are done, your material folder should look like this:

  1. ASSIGNING THE TEXTURES TO YOUR MATERIAL INSTANCES

Right-click your project name and go to Utility - Script - Caz- Resource Import Tool. Click “Base Color” and drag and drop all the PNG documents you need for your project, one by one. In this example:

  1. A PNG for the main head

  2. A PNG for the youth head

  3. A PNG for the aging head

  4. A PNG for the main body

  5. A PNG for the aging body

You can also choose to only create a png for the main head and use the game’s base youth/aging ones for those slots.

This is how your textures folders should look like:

Go to your Material Folder and double click the Head Material Ball to open it.

Click your texture folder and drag and drop the needed textures into their corresponding slots:

  • Color_Base0: Your Main texture for the face
  • Color_Youth: Your texture for the younger version, if you have it
  • BaseColor_Aging: Your texture for the older age version, if you have it
  • Color_Bald: your Main texture
  • Color_Bald_Aging: Your older age version texture.

Save and close.

Repeat the same process with the Body Material Ball, like this:

  • BaseColor MAIN: your main texture
  • BaseColor Muscle: your main texture
  • BaseColor Aging: your old age texture version

Now look for your project in the “MY MOD PROJECTS” section at the left (usually it will appear as the last one) and click the small arrow bellow the project’s name to access “Data Editor”.

  1. INSIDE THE DATA EDITOR [VIDEO AT THE END OF THE EXPLANATION]

On the search bar bellow “Source Data” search for “skin” and double click “AppearanceSkinType”.

You will now see a list of ingame skins, select the one you want (in my case I need a male one so I choose Male_002) and right-click + append new item.

Search for the head material you created in the “Head Override Material” slot and for the body material you created in the “Body Override Material” slot.

Scroll down to B1Appearance Table Row and change the ID to your desired one, then change the thumbnail to yours and apply + save. Like this:

Close the Data Editor window, click the same little arrow bellow your mod name and select "Create Local Mod Package ", confirm the output folder and wait for the modkit to let you know it has been exported correctly.

And voilà! This will ensure your skins will not have the gray hair glitch!

Happy zoidventures :psycat_standing: :custom_heart:

4 Likes