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

  1. Top001_D.tga → Base color with grayscale mask in alpha
  2. Top001_M.png → Defines RGB color zones
  3. Top001_ARM.png or Top001_ARMO.tga → Controls shading & opacity
  4. Top001_N.png → Adds surface detail
  5. 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