okay so im back at it again, messing with custom character rigs and for my game, i need to render like 200+ NPCs with more performance on the client since i pinpointed the issue to R6 rigs being “too laggy”
so i can do the clothing template just fine, buuuut…
i need to be able to take the player’s and even the npc’s old character face which is a decal, and somehow slap it onto the face of the new 1 meshpart model perfectly
i looked at the textures of exported characters but that doesnt help either, because the face texture is in different positions/sizes
i want to be able to take that face of the original r6 rig and then slap it onto my model, which is 1 meshpart (this would be easier if my model had a separate head part but it is 1 part only)
im unsure if there is any post that has answers to this since all i find is general texturing and not specifically the face of the character model
Hi! I think using decals could work. If you change the UVOffset and UVScale properties of a decal, you can position them precisely on whatever part they’re on.
you can apply decals (set the face’s decal to ZIndex 2 so it goes atop these, and also manually move the UV like BlameBanjo revealed) to avoid dealing with the clothing template layering issues because you cant leave an untextured part or something… (cant stack SurfaceAppearance)
and then just paint it with the player’s head body color to allow more customization
this is a hacky way to get around the issue but hey im a programmer, not a texturer