In-depth template editing guide
This guide will explain how to create custom textures using ‘Regular T-Shirt’ as an example.
This is what you’ll first see when opening the .psd file with Photoshop:
To understand what you are seeing, here’s couple screenshots of the shirt 3D model in Blender:
If you look closely, you can see how the texture corresponds to the 3D model. To see how this template texture looks on the 3D model, you can drag and drop the PNG file that is provided in the ZIP to Asset Designer to see how it looks on 3D model there as well.
Now, let’s have a look at the layers and folders present on the Photoshop file:
- Wireframe: Overlay the wireframe of the polygons of the 3D model. Everything that is inside the space of the polygons will be displayed on the 3D model when applying the texture. This wireframe can be used as a visual guide to know where anything added to the texture will be displayed.
- Light & Shadow: Folder that contains lights and shadows information.
- Logos: Folder that contains the Ready Player Me decals on the shirt. There are different layers in the folder that contain the logos depending wether they’re placed on the front, back, right or left side of the asset.
- Base color: Contains flat colors for each part of the shirt.
- Background: Just a flat color background.
Naming and order of folders and layers in the templates of different assets may vary, but content will be similar and the procedure the same.
For editing the texture it will be easier to work just with the flat colors. So let’s hide all the layers except for the ‘Base color’ one.
Now, it will be very easy to just select the desired part of the shirt to paint over it. You can use the ‘Magic Wand Tool’ to do so.
With the desired part of the texture selected, let’s create a new layer and paint over it:
Now let’s add the logos’ folder back, but lower the one at the front of the shirt. Also, let’s switch the logo at the back for a new one:
Finally, make the Light & Shadow folder visible again, and export the texture in PNG format using the following options:
To avoid running into errors during upload, do not include metadata or color profile information in the image. Do use full color (24 bits/px), do not use palettes (8 bits/px). Do not include transparency.
Finally, upload the texture to Asset Designer to test the results: