Easy Way to Create a duf file for a Material Asset?

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  • #1908149
    Anonymous
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    Rank: Rank-1

    Currently, if there is a shirt, swimsuit etc that I like but want to add some graphics of my own to it, I'll just go to the runtime/texture/PA/ASSET folder and open a graphics program to change the material to what I want.

    so if there is a blue-shirt.png that I want to change to white and put a Koala bear on it, I do it... but that sacrifices the blue-shirt.png

    If I wanted to create a seperate material file koala-shirt.png, how do I go about making a new duff file that pulls everything I need together and can be found in the Clothing folder and be "clickable"

    Is this easy, or is it a full-blown can of worms?

    #1908154
    Russell H
    Participant
    Rank: Rank-1

    what I do is go into my graphics program and open up the runtime/texture/ texture.png and make a duplicate, create what I want on the duplicate and rename it something I will remember. I then go to the surfaces tab and select the piece of clothing and select the base color and browse to my newly created texture and use that. I know this doesn't make it a duf, but I have created some nice textures this way. It takes some trial and error when trying to line up some graphics but it works. If someone has a better work flow I would love to hear it.

    #1908162
    Russell H
    Participant
    Rank: Rank-1

    sorry didn't want to edit my first post but figured it out.

    create your koala shirt png put it on your character
    -go to the materials folder for your selected piece of clothing, there you will see a plus sign in the bottom left
    -click it and a list will pop up, in that list select material(s)
    -create a unique name for your duf file
    - it will then pop up asking what node you want to save, select that piece of clothing
    - it will then save the materials for it
    -when you equip the piece of clothing your duf file will be in the materials section

    #1908282
    Anonymous
    Inactive
    Rank: Rank-1

    Dude... thanks a ton!

    I appreciate your efforts, and hope you have the best of new years!

    #1908283
    Russell H
    Participant
    Rank: Rank-1

    Not a problem, I learned something new and awesome too! All the best in 2023

    #1908685
    Frank21
    Participant
    Rank: Rank 5

    I do it slightly differently....
    1. Put the t-shit on
    2. Select it with the Surface Selection tool
    3. Left click on the base color image to browse to the folder and open the image (leave the browser open)
    4. Right-click/open the shirt image. It will open in PS or whatever your default image prog is
    5. Change it to what you want and save with a different name
    6. Back in DS the new image will appear in the browse window you've got open, select it and close the browser
    7. In the DS content library pane click the + button and save it as a Material Preset (for multiple material zones) or a shader (if it's got just one image for the whole shirt)
    8. You can then change/apply the new texture as you would with any material preset with a double click

    Tips - use the clone brush in you image program to get rid of the old image. PNGs are good because they don't have a background. If using a .png image, give it about 25% transparency so it looks like part of the shirt material and not just sitting on top

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