#How to add clothes over my model

16 messages · Page 1 of 1 (latest)

graceful mapleBOT
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pseudo seal
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Select everything (Ctrl+A) or nothing and generate a new texture.
Then you can remove all the old textures.

vale hamlet
pseudo seal
# vale hamlet Okay I think I did it, how do I get the clothes to layer over?

Depends on what you want to do exactly.
You'd either need another set of cubes that get that clothes texture assigned.
Or, if you wanna merge it with the base texture, you'd need to manually re-adjust the base texture to be shaped like a player skin, not like the unstructured texture Blockbench generates.

vale hamlet
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Without messing everything up loll

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I genuinly don't know what I donked up this time I've never had this issue b4.

pseudo seal
vale hamlet
vale hamlet
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Is there any way I can like instead copy my current textures and paste it onto a base?

pseudo seal
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Also an option

vale hamlet
# pseudo seal Also an option

Do you know how I could do that? Cause I'm not sure how they're suppose to be ordered so I'm not sure how to reorder it manually.

pseudo seal
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Create a new skin texture and use that as reference

vale hamlet
pseudo seal
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!faq uv-mapping

graceful mapleBOT
# pseudo seal !faq uv-mapping
FAQ
Blockbench: UV Mapping

Definition

A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

Editing a UV Map

You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV

What do the value fields below the UV window mean?

Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.

I don't wanna bother with any of that, just let me draw on the model!:

Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.