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Materials

Use material instances to change appearance while retaining the mesh and its fitting setup.

Create a variant#

  1. Duplicate the assigned MI_ into your own folder.
  2. Keep its parent and change the exposed texture or appearance parameters.
  3. Assign the instance to the correct component slot with Set Material.
  4. Compare the result under the same lighting and during animation.

Preserve material slot order, especially on equipment with fabric, metal, trim or fur sections. Changing a shared parent affects every instance using it.

Textures and atlases#

Suffix Content
_D Base color/diffuse
_N Normal
_ORM R: ambient occlusion; G: roughness; B: metallic
_A Alpha/opacity where supplied

Equipment instances and textures are shared under Common/Equipment. Some atlases serve several designs, whose UVs occupy different atlas regions. Keep this relationship when replacing maps.

The detailed catalog counts an atlas for every design using it. Pack and Absolute totals deduplicate actual resources. See Performance for geometry reuse and texture limits.

ROG Modular Assets · 6.0a documentation
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