06. Final Application
Purpose
Learn how to apply your completed clothing Mod from Modkit
to in-game character customization and perform functional testing.
Overall Workflow Summary
| Step | Description |
|---|---|
| 1. Prepare Files | Mesh (FBX), textures |
| 2. Modkit Setup | Import mesh/textures, connect materials, set up Optional Customization |
| 3. Save | Save Modkit project |
| 4. Apply to Game | Mod Packaging Process |
| 5. Test | Equip clothing, test color customization, check masking |
1. Complete Modkit Setup
- Import Mesh/Textures
- Use
Import Skeletal MeshorImport Deformed Meshto bring in FBX files - Use
Import Texturefor D, M, ARM/ARMO, and N texture maps
- Connect Materials
- Create a Material Instance
- Assign textures to Base Color, RGB Mask, ARM/ARMO, and Normal slots
- Test
Custom Color Intensityparameter to confirm color blending
- Configure Optional Customization
- Use the Modkit Wizard to create a new configuration
- Ensure mesh and JSON match correctly
2. Testing Checklist
| Test Item | How to Confirm |
|---|---|
| Clothing fits correctly | Outfit displays without broken or distorted mesh |
| Color customization works | In-game color UI updates the outfit as expected |
| Masking is correct | No clipping or mesh overlap with other outfits |
| Deformed mesh is used | Outfit switches to reduced mesh when paired with outerwear |
Common Issues & Fixes
| Issue | Cause | Solution |
|---|---|---|
| Mesh breaks when worn | Skeleton mismatch | Check and match exported skeleton |
| Color doesn’t change | Incorrect RGB Mask | Recheck and fix texture |
| Body clipping appears | Missing Body Regions ID | Add the necessary region ID |
Advanced Testing Tips
- Combine with various outerwear to verify deformed mesh switching
- Test in special animations (e.g., sitting, running) to ensure no clipping or deformation