How to make clothes in roblox
How to make clothes in roblox
Как создать свою одежду в Roblox
Как сделать свою одежду в Роблокс? Войдите в свой аккаунт на официальном сайте Roblox.com, жмите на кнопку Create, а после перейдите к блоку Manage My Creations. Жмите на нее и вниз найти список вещей, которые можно создать самостоятельно — Shirts, T-Shirts и Pants. После этого загрузите готовый шаблон для одежды Роблокс и используйте редактор для придания индивидуальности своему аватару. Ниже приведем подробную инструкцию, как решить поставленную задачу на компьютере или телефоне, а также разберем особенности поиска / создания шаблонов.
Как сделать свою одежду в Roblox
Существует два пути, как создать вещь в Роблокс — на компьютере или телефоне. Подходы при выполнении работы немного отличаются, поэтому рассмотрим их подробнее.
На ПК
Для начала разберемся, как создать свою одежду Roblox на ПК, ведь такой вариант применяется пользователями в большинстве случаев. Алгоритм действий такой:
После этого убедитесь, что своя одежда была добавлена на скин. Жмите на фрагмент и посмотрите, насколько картинка закрывает рабочую область игрока. Как вариант, жмите на кнопку Try On, чтобы посмотреть, как вещь смотрится на фигурке.
На телефоне
Второй вопрос — как сделать одежду в Роблокс на телефоне в мобильном приложении. Для этого пройдите следующие шаги:
Где найти заготовку, и как ее использовать
Для удобства сервис Роблокс предлагает заготовку, которую можно использовать при создании одежды. После выполнения с 1 по 6 пункт инструкции для компьютера появляется окно с возможностью выбора файла. Намного выше сервис предлагает загрузить готовый шаблон. Для этого нужно нажать на кнопку Download it Here. Рассмотрим особенности для каждой из вещей для аватара в Роблокс.
Футболка
Это наиболее простой вариант, представляющей собой картинку на передней части туловища игрока. Чтобы сделать свою одежду, создайте изображение размером 128х128 и загрузите его в приложение по рассмотренному выше принципу. При этом кофта накладывается на тело аватара.
Рубашка и брюки
В отличие от футболки, эти предметы полностью оборачиваются вокруг игрока. Чтобы создать свою одежду, можно использовать заготовку Роблокс. Для этого кликните по кнопке Download it Here, которая указана выше. На появившемся изображении кликните правой кнопкой мышки и сохраните его в любое место на ПК. После этого используйте любой редактор, к примеру, Paint.net, GIMP или Photoshop.
Учтите, что для каждой части шаблона для одежды в Роблокс имеются свои размеры:
Теперь кратко рассмотрим, как сделать свою одежду в графическом редакторе (общий алгоритм):
Как зарабатывать
Многие спрашивают, как делать одежду в Роблокс и продавать, зарабатывая на этом деньги. Проще всего это делать в группах Roblox. Вы договариваетесь с пользователем о продаже какой-либо вещи, передаете файл и получаете за это деньги. Условия сделки оговариваются индивидуально.
Теперь вы знаете, как сделать свою одежду в Роблокс и преобразить своего аватара. Для удобства система предлагает использовать готовый шаблон, который можно изменить в любом редакторе при наличии минимальных навыков. В дальнейшем созданные вещи носить или продавать. Расскажите о своем опыте выполнения такой работы и поделитесь им с другими пользователями.
How To Create Clothes in Roblox
Did you know that you can create garments in Roblox, sell them and earn Robux? The best thing is the freedom you have to do amazing designs. You will be the envy of your friends! Clothing is a necessary element in the game because it differentiates you from the rest of the users. makes you unique. Are you ready to learn how to do it? free? Then read on. The only requirement that you must meet before starting is to be subscribed to the Membership Roblox Premium. And keep in mind that you can only create shirts and trousers.
In this guide, the most complete on the internet, we will explain the whole subject. At the end of the article you can leave us your comments with opinions or questions. The first key point to clarify is the Builder’s ClubThis will surely cause you confusion. So let’s go there.
What is the Builders Club? (BC, TBC, OBC)
Table of Contents
If you have been playing for a long time Roblox you should know what it is, but newcomers will be confused. Even more so due to the fact that there are articles on the internet where they name this concept to be able to create and sell the clothes you make.
Don’t worry. If you see such an article on a web page, assume that It’s old and hasn’t been updated.. «Builders Club» was the name given to membership in days gone by. It is currently called Roblox Premium.
They are almost similar. Roblox made the name change because it makes it easier for them to manage things. Builders Club memberships were as follows:
But as we say: they no longer exist. The Roblox Premium you can buy it at this link. It is mandatory to pay it if you want to create the clothes.
Things to keep in mind before starting
In addition to the previous topic, it is important that you have three things in mind so that you are prepared.
1. Official templates of Roblox
Roblox offers its users a templates that serve as a reference. It is essential that you download them. Here is a link to each one:
2. Insole measurements
The above templates have the same size: 585 x 559 pixels (width x height). It doesn’t matter if you don’t know what it means. Just follow our instructions and don’t alter them, or else Roblox it will deny them and you will have to download them again.
3. Editing program
To make your clothes you must use an editing program. Paint it is functional, although the final result of the garment will not be very elaborate.
Our recommendation is that you download a vector graphics editor. A free option is InkScape and a payment is Illustration.
With these three things clear, you are ready to take the next step.
How to create clothes?
This part is difficult to explain in text. However, we will do our best so that you understand perfectly. Just remember to follow our instructions to the letter.
Open the template with the editor you are going to use. The text that appears on them is in English, so translate it into DeepL. It will say to be guided by the colors and the position of the character.
This was complicated even for us, so we are going to explain in detail what each color means:
In each part of the garment you can put the color and design you prefer with the editor you are using. This is when you should let your imagination run wild. Some suggestions is that you place a logo or your own name.
You can also try to replicate shirt designs from other characters or games like Fortnite, Batman, Iron Man, Spider-Man, etc.
In most vector graphics editors you have to hit the following path: “File/Export As…”.
Upload the clothes to Roblox
In the box that appears put the name you want. Click the “Browse” button and find the folder where you have saved the garment, select it and upload it. The final step is to click «Upload».
That is all. You can now go to the character editor and equip the garment you made.
If you have experience using the editor you can do incredible things without having to buy them. It’s great that Roblox offer options like these. What do you think, isn’t it super?
How to sell the clothes?
The good stuff is not over yet, because if you do an outstanding job you can «earn money» selling it. For that you must enter the same section of my creations, that is, enter the Create menu and then shirts.
All the shirts you have made will appear there. At the far right of each row comes a gear showing the options. Click on it. On the page that will load you, you will be able to put a description to the garment and establish other values.
In one section it says «Sell this Item». Check the box that appears to activate it and put the price with which you want to sell the garment. Try to be in a range of 10 and 50 Robux. Of that amount, 70% will be for you and the other 30% for Roblox.
That is all for now. Did you already know about this? How have your clothes turned out? If you have any questions, leave it in the comments.
As a farewell we suggest you look for videos in YouTube to supplement this tutorial. It will be very good for you to know the process visually.
My name is David, I live in Barcelona (Spain) and I have been playing Roblox 5 years ago, when I decided to set up this community to share with everyone what I was learning from the game. I hope you like it TodoRoblox and see you in the comments 😉
How to Make Clothes on Roblox
Unique cosmetic items are a cornerstone of any good multiplayer ecosystem. After all, everyone wants to look fancy and unique, with their favorite colors and designs plastered all over their player character. While most online games will simply offer cosmetics of their own design, Roblox goes the extra mile and allows you to create avatar clothing designs of your very own. Here’s how to make clothes on Roblox.
You can make clothes for your own avatar or, if you’re an enterprising sort, sell your clothing designs in Roblox’s in-game store. There are two general subsets of avatar clothing: t-shirts, and shirt-pants combos. A t-shirt is literally just an image slapped on the front of your avatar’s torso. Just grab an image, preferably around 512×512, and upload it onto Roblox. Easy, but not very interesting.
How to make clothes on Roblox
Time needed: 30 minutes.
The process to make clothes in Roblox is straightforward. You will need to use the pre-designed template, make a design in any photo editing software, and also have 10 Robux in your account if you plan to upload your design.
Go to the official Roblox website and log in. Make sure you sign into your primary account, and you may want to ensure you have at least 10 Robux if you wish to upload the clothing you create.
After logging in, click on the Create button on the top navigation bar. This will bring you to an experience creations page.
Tap on the link in the center of the screen that says, “manage my experiences.”
From the left menu, click on a piece of clothing. In this example, we click on the shirts button.
Full shirt and pants combos are where things get interesting. Instead of just a single image, full outfits are composed of multiple images wrapped around the avatar in a particular pattern. To make a design, you need to download the clothing template and draw your images on top of each square. Here is the Roblox Shirt template and the Pants template links to help you get started. You can right-click on the images and save them to your desktop for the next step.
You can design your clothes in any art program, such as PhotoShop, Gimp, Paint.NET, Pixlr, or whatever else. Open the template in the art software of your choice. Each section of the templates are wrapped around the character model, marked by the dotted lines in the boxes. If you need help with the dimensions, see the clothing dimensions section down below. Save your image to your computer when you are done.
Once your design is done, you can upload it to Roblox and wear it around, though you’ll have to pay a small fee of 10 Robux. To upload a design, just visit the Create page, click on the button in the sidebar for whatever kind of clothes you made, and upload your completed template. Give it a name, and you’re done. You can also list it on the in-game store for other players to buy and wear, though this also costs a small fee.
Roblox Clothing Dimensions
Roblox recommends these dimensions for these boxes:
If you want to check out some Roblox free items, you can get a huge list of clothing options for your avatar. Roblox promo codes are also released from time to time, allowing users to grab exclusive free clothing for a limited time!
Layered Clothing
Layered Clothing is a new and powerful feature that lets you create 3D clothes and accessories that nearly any avatar can wear with any combination of other layered clothes. Layered clothing naturally stretches over an avatar body and layers over other layered clothing items without clipping or breaking.
We recommend building a base body character upon which you can fit the layered clothing you’re creating. We’ll go over how to do this in an external DCC application and combine it all in Studio to create the final character from the space station.
Building the Custom Character
We wanted the users in our experience to embody someone sent to the station to investigate some disturbing events. We weren’t sure early on what our actual character would be or if there would be multiple types of characters, but we wanted them to wear space suits. Because of this, we decided to make the clothing a separate component which would allow flexibility in our design.
We ultimately settled on a single character design that we named “The Visitor,” but layered clothing allowed us to create a main character while also releasing the clothing to the Marketplace as a modular component. As a creator, you’ll be able to do the same soon, so follow along to see how we did this.
Making the Base Body
The base body is essentially the lowest layer of the layered clothing system. This can be anything from our character’s body in underwear, to a fishman or even a blocky avatar.
Layered Clothing Checklist
Making the Model
Layered Clothing lets clothes fit on almost any kind of body, whether it be a fishman, a rock golem, or a human space explorer. The only requirements are that they be bipedal humanoids.
You should model the character in a neutral and natural pose. This allows a more full range of motion when animating, and also gives you implied directionality to movement. Implied directionality means that when you’re building your character’s skeleton, the joints have a small bend in them to know which way they should naturally bend. The following examples show a very small bend in the arms and legs to allow for this. We also posed the hands in a natural posture that could still hold onto something if we wanted items or gear in our experience.
The silhouette, or the shape of your character, should also be distinct and discernable to another player at a distance, which is important for multiplayer experiences. This cuts down confusion and helps users know what is safe or dangerous when a lot of things are going on.
An important note about the base character: Since this is a player avatar, and we wanted to eventually release the body and clothing on the Marketplace, it still needs to follow the R15 schema. This includes the body being separated into 15 parts.
To make sure the parts still appear contiguous, it’s recommended you cap your mesh components and then use your application to “average” the vertex normals between body part “seams.” This will treat the two vertices on either side of the body part as one, with regards to the surface normals.
Texturing
Texturing your characters lets you bring them to life based on how you want them to look. For the space station, we wanted a character that was a similar level of realism as its surroundings and settled on the following character:
Now we’ll go over how to get textures into Studio and make sure the character looks great and fits into the experience.
Before texturing, we did a range of motion tests by moving the character joints and posing it to make sure the model deforms well. It’s not always necessary to do a range of motion tests before texturing, but it’ll help you catch surprises in your model before you put hours into the textures. After that, we separated the rig from the mesh (unbound it) to focus on texturing. It’s not advisable to do texture work, or anything beyond animating, once a character is bound to its rig.
To allow for skin-tone controls for the Marketplace, we made areas like the shirt, shorts, gloves, and boots fully opaque. However, for the areas with exposed skin, we used partial transparency to allow for details to be added to the skin tone, but not completely override it. This allowed us to enhance features of the anatomy beyond what Studio’s current lighting can do.
The following images show color (albedo), metalness, roughness, and normal maps.
And the following images show skin tone transparency in action in Studio, and show the same color map with transparency and a skin tone color applied.
Caging
Once we established the base body, we needed to cage it so that layered clothing could fit on it. Cages are the way that the clothing and body interact. Both the body and the clothing have the same cage, deformed by the user to define the clothing’s fit. The body cage tells the clothing the shape of the character without all the fine details of the mesh itself. The clothing’s inner cage defines how tight the clothing’s fit is.
The first pass of fitting the cage, for now, needs to be done within an external DCC application. You can use the cage supplied by Roblox to start.
The cage for the body is largely the same as that of the clothing, except the final result is a cage that has 15 parts (each corresponding to a body part mesh). Below is the “editable” cage which is a single mesh, the cage parts which are deformed by editing the “editable” cage, and the mesh itself.
When you first start with the cage, it’s very likely it won’t match your character, so you’ll need to adjust the “editable” cage, or the parts directly, to fit to the outer bounds of the body mesh. As with clothing, the outer cage should always fit outside the body mesh, so that clothing knows the shape of the body itself. It uses a “twin” cage in the clothing to essentially snap clothing to this outer cage (we’ll go over this in more detail below).
We decided that we wanted the outer cage to cover the skin, but not the gloves and boots. Other than those areas, you’ll see that the cage fits as best as it can outside the body, including the face cage matching the distance and shape of facial features.
Skinning
Skinning the character, similar to Custom Characters, is what gives the organic bending and twisting of your character when moving through the environment. We found the following guidelines useful, so that the character mesh imports correctly into Studio:
Skinning this character was a bit more difficult given the limitations of joint count, but here are some notes from the work we did:
Gloves and Boots
As you’ll notice from the base body, we decided to include gloves and boots. You might want to do this temporarily as well, for the following reasons:
We wanted gloves to be part of the Layered Clothing suit, but gloves aren’t currently supported in the Layered Clothing feature, so we replaced the hands of our initial model with one that had gloves.
We wanted the metal ring of the shoe to be rigid and not deform to fit the foot and leg, so we replaced the feet of our initial model with one that had boots.
To make sure Layered Clothing didn’t try to fit around the boots or gloves, we intentionally kept the cages inside them. This enables the top and bottom of the space suit to deform to the hands and feet.
Building the Suit
Early on in the process, we decided that the suit should fit onto multiple characters, and that we wanted to release the assets to the Marketplace so others could enjoy the clothing. In addition to Layered Clothing, our character needed “hardpoint” items like a helmet and backpack as finishing touches. The following image shows how the space suit looks on a variety of characters.
We found the following guidelines useful when building Layered Clothing:
With those guidelines in mind, here are the steps we followed to build the space suit:
Use the Roblox Layered Clothing cage template, a base frame that you can use to fit clothing to. Depending on the distance of the clothing to the frame, you can have clothing that is tight or loose fitting.
Model the clothing to the frame and sculpt a higher-poly model in an external DCC application.
Rebuild the lower-poly, game-ready version of the higher-poly model. If you’re interested in more information about this process, there are many tutorials online for high-poly to game-ready models. Note that clothing does not need to be split up into parts corresponding to the body parts they’re covering; it can be a single mesh.
Test the movement and fitness on other characters prior to finalizing any textures.
Define the “outer cage” or the outer bounds of the clothing item. This tells any additional layers how tightly to fit to the astronaut suit top.
After caging, it may help to temporarily skin the clothing to the skeleton in the template file, just to do a range of motion test. By posing the rig in different positions, you can confirm it deforms well before finalizing texturing. If you do this, be sure to unbind before moving to texturing!
Texturing
After we skinned the clothing, and it moved the way we intended, we moved to texturing.
Before going much further, we brought the model and textures into Studio to test the materials with the proper lighting in the space station. This led to some adjustments to the metalness of the arm and torso bands.
When texturing your clothing, keep the following points in mind:
Skinning
Skinning clothing is required to have it bend properly with the base body. By skinning it, you’re also telling the animations how the clothing should bend, including which parts are rigid or move with the character.
Luckily, unlike the base body, you don’t need to split up your clothing, so the suit top can be a single mesh and skinned as such. To save yourself time, most applications will allow you to only skin your mesh to certain joints. The joints we wanted to affect the suit top were only upper/lower torso, upper/lower arms, and the head. Not binding to the whole body saved time removing unnecessary weighting.
Much like the body, though, you’ll want to skin this so it bends naturally given its material. This meant for the middle plastic section, we had a solid weighting to the upper torso.
Since the gloves were going to be rigid, and the suit top stopped well above the wrist, we didn’t feel it was necessary for it to bend with the hands.
Once skinning on the suit top was done, we simply repeated the same procedure on the pants to get them ready for Studio and bringing into the engine!
Importing to Studio
When the clothing looked good in our DCC application and in Studio, we were ready to import it into Studio and use the Accessory Tool, an upcoming release which will help you refine the clothing’s cages to get the best fit possible. The tool can also export clothing as an accessory, which lets you add your clothing to a character.
In Studio, we named our Layered Clothing items with an LC_ prefix, so we could distinguish between them and legacy style accessories (the helmet and backpack parts of the suit).
Building the Helmet
The helmet is an important element of the suit. We wanted users to see the character’s face and also capture the sheen of the helmet’s glass surface.
Making the Model
We established a good silhouette when we placed the helmet on the character’s head.
We reused the trim maps from the space station to keep the amount of textures to a minimum. We modeled the helmet with enough separate sections so we could place the UVs to best utilize the texture maps.
We then used the same trim maps we used in many areas of the station.
Importing to Studio
When we had the helmet roughly fitted and placed in our DCC application, we could then import it into Studio with all the effects we wanted.
Introducing the Accessory Tool
This section outlines the upcoming Accessory Tool which can be used to edit layered clothing accessories, soon to be released as a public beta.
With so many components being built in parallel, it can be a little hard to know if your assets fit exactly and look the way you want. However, with the upcoming Accessory Tool, fitting and refining clothing is much easier. We used this tool to set up the character’s top and bottom, as well as the hardpoint helmet and backpack accessories.
Here’s a summary of using the Accessory Tool for layered clothing:
We first fitted the suit’s top to the character. Luckily, the fit was great and our inner cage conformed to the body well. We also tested the outer cage with other clothing items. When we were happy with the fit, we used the tool to generate the appropriate accessory for the Marketplace.
With the suit’s bottom, we wanted to adjust the fit within Studio because they were initially too bulky. Using the point editor, we nudged things to get them into position. Like the suit top, we made it into an accessory.
For the helmet and backpack, we adjusted these by just scaling, rotating, and moving them where we wanted, because they don’t have cages.
Seeing how the helmet fits without the rest of the suit is tricky, so we used the Accessory Tool to visualize the top and bottom of the suit. This allowed us to ensure the fit would align with the suit’s top.
With the helmet, backpack, top, and bottom complete, we were ready to see how this character looked in our space station. We copied and pasted the accessories onto the character and were able to see how they fit. We then placed the character in our place file and confirmed all the materials, lighting, and other effects were exactly the way we wanted.
While Layered Clothing is in beta, you’ll need to enable the 3D Layered Clothing beta following the instructions here. After enabling these settings, your Layered Clothing and character are ready for you and your players to enjoy!
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How to Create, Upload & Sell Clothes on Roblox
If you’re an avid Roblox fan, you should know that it’s important to have great clothes. For the uninitiated, these are the things that set you apart from the rest of the Roblox players. If you are struggling to make a beautiful dress, keep reading this article.
Also read : How to make a shirt in Roblox.
In Roblox, you can make a shirt, a t-shirt and a pair of pants. It should be noted that you cannot make a shirt or pants in Roblox without a premium subscription. On the other hand, you don’t need a premium subscription to Roblox to make a t-shirt.
How do I make clothes in Roblox?
Explaining how to make clothes in Roblox is a bit tricky. However, we will explain each step as simply as possible. If you want to learn how to make clothes on Roblox, follow these simple steps:
Select and open the pattern you have chosen for your fabric. The template will help you design your fabric in terms of colors and design positions.
Shirt model:
Trousers model:
Here are all the colors of the model and what they describe:
The dimensions of each example component are shown below:
Form | Dimensions (width × height) | Clothing components |
---|---|---|
Large surface | 128 × 128 pixels | Front and rear torso |
High rectangle | 64 × 128 pixels | Torso sides (R,L) Arm/foot sides (L,B,R,F) |
Large rectangle | 128 × 64 pixels | Upper and lower body |
Small square | 64 × 64 pixels | Upper and lower arm/foot (U,D) |
Message: Please make sure that your image is not larger than its exact size – 585 pixels wide and 559 pixels high – otherwise you will not be able to upload your avatar to Roblox.
How do I upload clothes to Roblox?
Loading clothes in Roblox is easy. To download it on Roblox, go to the Create menu, then search for Shirts. You will see a field where you must write your name.
Now click the Browse button and locate the folder where you saved the item you created. Select this item and upload it to Roblox. After downloading, you can go to the character editor and outfit the clothes you made.
How can I sell clothes to Roblocks?
Once you have made your clothes in Roblox, you have the opportunity to sell them for a good price. To sell clothes in Roblox, you need to go to the Create menu and select Shirts. Here are all the shirts you found.
Clicking on the cogwheel on the far right of each line will take you to a page where you can set a description and the desired price for a particular shirt. Look for a price between 10 and 50 Robux.
Regardless of the price you use, you will only receive 70% of the amount, or the remaining 30% will go to Roblox.
That’s all you need to know to make clothes, upload them and sell them on Roblocks.
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