04. Texture Creation
- Purpose
To apply color customization and material effects to outfits,
you must understand the required texture types, channel structure, naming conventions, and how to link them properly.
- inZOI's Texture System Overview
inZOI Modkit uses Unreal Engine’s material system,
but introduces a customized texture setup for supporting color customization.
Each texture serves the following purposes:
- Texture Type Summary
| Texture Type | Description | Example Filename | 
|---|---|---|
| Base Color Map | Base color + grayscale mask in alpha channel | Top001_D.tga | 
| RGB Mask Map | Defines color-customizable regions (R/G/B) | Top001_M.png | 
| ARM Map (General) | Combined AO + Roughness + Metallic map | Top001_ARM.png | 
| ARMO Map (Special) | ARM + Opacity Mask in Alpha | Top001_ARMO.tga | 
| Normal Map | Normal map for surface detail | Top001_N.png | 
Base Color Map (_D)
- Purpose
- Represents the base color of the outfit
- Alpha channel contains a grayscale mask to control blending strength of the custom color
- Why Alpha Channel Matters
- The brightness of the alpha channel determines
 how strongly the custom color applies.
| Custom Color Intensity | Output Behavior | 
|---|---|
| 0 | Shows base color only | 
| 1 | Blends custom color based on alpha brightness | 
- Brighter → more custom color
- Darker → more original texture
- Format: TGA
- sRGB: ON
RGB Mask Map (_M)
- Purpose
Defines which areas of the outfit are color-customizable via RGB channels.
| Channel | Purpose | 
|---|---|
| R | Main Color | 
| G | Sub Color | 
| B | Accent / Point Color | 
| Black | Not customizable | 
- 
Player-selected colors are applied to matching mask channels at runtime. 
- 
Format: PNG 
- sRGB: OFF
ARM Map (_ARM) – General Use
- Purpose
A physically-based shading map that defines ambient occlusion, roughness, and metallic values.
| Channel | Use | 
|---|---|
| R | Ambient Occlusion (AO) | 
| G | Roughness | 
| B | Metallic | 
| A | Not used | 
- Controls material properties using a single texture.
- Format: PNG
- sRGB: OFF
ARMO Map (_ARMO) – Special Use (Lace, Sheer, Holes)
- Purpose
Like ARM but with Opacity Mask in the alpha channel for transparency control.
| Alpha Value | Meaning | 
|---|---|
| 1.0 | Fully opaque | 
| 0.0 | Fully transparent | 
- Used for lace, sheer fabrics, or mesh holes
- Format: TGA
- sRGB: OFF
Normal Map (_N)
- Purpose
- Adds surface details such as seams, folds, or paneling
- 
Not related to color 
- 
Format: PNG 
- Recommended: Same resolution as other textures
- sRGB: OFF
Texture Naming Convention Summary
| Texture | Example Filename | 
|---|---|
| Base Color | Top001_D.tga | 
| RGB Mask | Top001_M.png | 
| ARM Map | Top001_ARM.png | 
| ARMO Map | Top001_ARMO.tga | 
| Normal Map | Top001_N.png | 
Practical Usage Flow
- Top001_D.tga→ Base color with grayscale mask in alpha
- Top001_M.png→ Defines RGB color zones
- Top001_ARM.pngor- Top001_ARMO.tga→ Controls shading & opacity
- Top001_N.png→ Adds surface detail
- Connect each texture to appropriate slots in Modkit
 (Insert screenshot: material parameter slot example)
Texture Preparation Checklist
| Task | Done | 
|---|---|
| Grayscale mask in alpha of Base Color? | ✅ | 
| RGB Mask channels correctly separated? | ✅ | 
| ARM/ARMO channels configured properly? | ✅ | 
| Consistent texture resolution? | ✅ | 
| PNG or TGA format used? | ✅ | 
Tips: Recommended Tools for Texture Creation
- Photoshop: Direct control of masks and alpha channels
- Substance Painter: Efficient AO/Roughness/Metallic bake & export
- Krita (Free): Supports PNG with alpha channel saving