Quantcast
Channel: Classic Clothing UV Mapping Guidelines[R15]
Viewing all articles
Browse latest Browse all 2

Classic Clothing UV Mapping Guidelines[R15]

$
0
0

I know it’s been over a month, but I wanted to say that this is pretty helpful! After Roblox announced (then postponed) a terrible update that would mess up the platform as a whole, I started considering making my own body part bundles (for use in my own experience only, so those policy changes wouldn’t apply to me).

A few hours ago, I applied the clothing template textures to a character (with shading so I knew which sections were used by bottom faces of parts), then exported it as a model, which gave me a color-coded texture of what I like to call the “internal classic clothing UV layout”.


I was unsure about what the boxes with four colored triangles were for (for the limbs), and your post explained each one’s use well!

If I do challenge myself to make a custom R15 body, the information here will help me, when used alongside this texture.

Reading the post that you linked to, I now know that my “texture” here isn’t the one used for UV mapping; Individual parts use a smaller texture, which in turn becomes part of the “composite” texture. (Why did Roblox make classic clothing UV maps so complicated?)

Read full topic


Viewing all articles
Browse latest Browse all 2

Latest Images

Trending Articles





Latest Images