Materials
Create appearance changes in your own material instances so that the original pack materials remain available as a reference.
Find the assigned material#
Open the equipment in the Skeletal Mesh Editor and inspect its material slots. Open the assigned instance, then check its parent and enabled parameter overrides.
Shared materials are located in:
/Game/ROG_Modular_Assets/Common/Materials
This folder includes M_Armor_ORM, M_Armor_ORM_Alpha, M_Fur, M_ShellHair, and body demo materials. The mesh's actual assignment determines which material setup it uses.
Make an appearance variant#
- Duplicate the assigned material instance into your own project folder.
- Keep its existing parent while making the first change.
- Enable and change the exposed parameter you need.
- Assign the new instance to the corresponding slot on your mesh or component.
- Compare it with the original under the same lighting.
Use the parameters exposed by that instance. Controls and texture inputs can differ between material parents. Preserve the existing texture channel layout when replacing a packed texture.
Shared texture atlases#
Some designs share texture atlases, with their UVs using different parts of the same texture. Keep those relationships when replacing textures or moving resources into your project.
The detailed asset catalog records an atlas against each design that uses it. Those entries show resource usage per design; their sum is not a count of unique texture files. See Catalog and asset counts.
Preserve material slot order#
An equipment mesh can have multiple material slots. Match overrides to the slot you intend to change, particularly when an item combines fabric, metal, trim, or transparent areas.
If an item loses part of its silhouette after an override, compare its original material assignment and opacity settings. If it appears flat or unusually glossy, compare the original textures and parameter overrides before editing the mesh.
Keep shared parents stable#
Editing a shared parent can affect many items at once. Use a separate parent only when you need a shader change, then check every mesh that will use it. For a color or texture variation, begin with a material instance.
After changing an outfit's materials, preview the moving character and its distant LODs. Fine surface detail and transparent edges can look different as the mesh becomes smaller on screen.
