What texture should I be mapping custom character meshes to?

I am trying to make a custom character mesh that works like normal Roblox packages (i.e. I can put a “Shirt” texture and it will map correctly). But I can’t for the life of me figure out what texture to map the UVs to.

I’ve looked around the devforum.
I’ve tried the standard shirt texture,
this http://i.imgur.com/n7nbsVp.png
this http://i.imgur.com/bhCAq87.png
and this https://blog.roblox.com/wp-content/uploads/2017/02/Composite-Character-Texture.png

None of these actually work, and neither does the UV map exported from the standard character model.

Am I missing something? How do other devs go about making custom characters, and how do they map the UVs?

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R6 UV mapping is a complicated mess to work with. I recommend working with the R15 composite texture.

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That doesn’t help… I just want the texture.

Are you using Blender to make these textures?

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I am not making textures. I am making meshes with blender and mapping the UVs to the roblox textures.

Where can I find the “R15 composite texture” as a reference? I can’t find a single thread on the devforum mentioning it.

Because I think very few people have gone out of their way to figure it out. Just export an R15 character with clothes as and OBJ and there you go.

If he does the parts as decals, shouldn’t he be able to UV unwrap it?

Okay, so I eventually figured it out, but will not work like you said it did, because roblox automatically shifts the UVs when you export a texture.

What I did was I modeled a cube with its top face mapped to the whole image, and replaced the texture on an UpperTorso
What I ended up with was this


Not good enough to take a screenshot of it, but it helped me know where the texture was located at least.

Then, when I exported it, I got the whole composite map on the character.

Even though the UVs of the imported mesh cover the whole image, they only cover a portion of the composite image when they are exported

So all I had to do was crop out the 388x272 portion in the top left and map to that (using the original shirt texture as well to find the pixel at which each joint ends; this image has a padding of 2 pixels all around it)
image

The result works just fine

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Yeah I know, but that’s a lot to explain. The R6 one is more difficult to work with so that’d why I suggested to do the R15 composite.

I had to do this a couple years ago for Apocalypse Rising 2

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So you are saying we could apply the R15 composite to a R6 Rig?