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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 TypeDescriptionExample Filename
Base Color MapBase color + grayscale mask in alpha channelTop001_D.tga
RGB Mask MapDefines color-customizable regions (R/G/B)Top001_M.png
ARM Map (General)Combined AO + Roughness + Metallic mapTop001_ARM.png
ARMO Map (Special)ARM + Opacity Mask in AlphaTop001_ARMO.tga
Normal MapNormal map for surface detailTop001_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 IntensityOutput Behavior
0Shows base color only
1Blends 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.

ChannelPurpose
RMain Color
GSub Color
BAccent / Point Color
BlackNot 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.

ChannelUse
RAmbient Occlusion (AO)
GRoughness
BMetallic
ANot 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 ValueMeaning
1.0Fully opaque
0.0Fully 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

TextureExample Filename
Base ColorTop001_D.tga
RGB MaskTop001_M.png
ARM MapTop001_ARM.png
ARMO MapTop001_ARMO.tga
Normal MapTop001_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

TaskDone
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