Armor Skins

Naming Conventions

Source Folder Structure

  • AtlasSkins
    • Humans
      • Male
        • Outfits
          • ArmorClass_ExampleOutfit
            • SK_HM_ArmorClass_ExampleOutfit_Pants.fbx
            • SK_HM_ArmorClass_ExampleOutfit_Shirt.fbx
            • SK_HM_ArmorClass_ExampleOutfit_Pants.fbx
            • SK_HM_ArmorClass_ExampleOutfit_Shirt.fbx
            • Textures
              • HM_ExampleOutfit.spp
              • T_HM_ArmorClass_ExampleOutfit_Pants_BC.psd
              • T_HM_ArmorClass_ExampleOutfit_Pants_BC.tga (Base color)
              • T_HM_ArmorClass_ExampleOutfit_Pants_L.tga (Layered texture)
              • T_HM_ArmorClass_ExampleOutfit_Pants_colorized_M.tga (Clothing mask)
              • T_HM_ArmorClass_ExampleOutfit_Pants_colorized_BC.tga (Desaturated Base Color)
              • T_HM_ArmorClass_ExampleOutfit_Pants_M.tga (Colorization mask)
            • RAW
              • HM_ArmorClass_ExampleOutfit.ztl
              • HM_ArmorClass_ExampleOutfit_Baking.max


Heavy Hide Fur Cloth
Helmet Shirt Gloves Pants Boots

HM= Human Male HF= Human Female

Importing Armor Skins

Import skinned FBX files to the AtlasSkins folder, which is on the same level as the Atlas folder.


Import path should be AtlasSkins>Human>Male(or Female)>Outfits>”SkinSetName”

Assigning Materials

Create a material that will be the MIC for the entire armor skin set. This should be a material instance parented to the material “BASEMIC_Male_Clothing” for male, and “BASEMIC_Female_Clothing” for female. Pay close attention to whether the BASEMIC is for male or female. Male BASEMIC will not work for female and vice versa. Name this material as MIC_HM(or HF)_ArmorSkinName


For each piece of armor, make a material instance of the MIC you just made : MI_HM_ArmorSkinName_Boots, MI_HM_ArmorSkinName_Shirt, for example.

Put textures for the set in a separate textures folder

Creating Blueprints

Creating a New Blueprint

Armor Skin Blueprints can be found in Atlas>AtlasCoreBP>Items>Skins


To make a new skin, duplicate one of the AoD skins for the armor piece you are making and rename it to match your asset.

It should be named “PrimalItemSkin_ArmorClassArmorName_ArmorPiece” For example, that might be “PrimalItemSkin_HeavyHydra_Gloves”

Editing the New Blueprint

Open the blueprint you just created. Type “mesh” into the search bar to narrow things down and find the parameters you will need to edit.

As you scroll down, the first set of mesh and texture slots you come to will be for the “male” version of the armor. Hook up your SK mesh and your clothing mask here.


As you scroll down farther the next set of mesh and mask slots will be for the female version of the armor


This process is going to be different for glove assets

For gloves, there are two slots for each mesh and texture, one for first person and one for third person. So if you are scrolling down in a glove blueprint, you will need to hook up the male assets for the first two sets of slots for mesh and mask and the female assets for the second two sets

Testing Armor Skins

Creating an NPC Preset

It is easiest to test new armor assets on an NPC. You should make your own test NPCs on your local machine using these steps. Do not commit your test NPCs to SVN

For Female NPCs, find NPC_HF_Preset_BP


To make your own test NPC, right click and select “Create Blueprint Based on this”


Name your new NPC Blueprint whatever you want, since you won’t be committing it

For male NPCs, create a blueprint based on “NPC_Preset_BP

Using an NPC preset to test clothing

If you put your newly-created NPC in the scene, you will be able to test a bunch of different things.

Under “Customization” you can adjust the Bodyfat to make sure your delta UVs are working correctly. You can also choose which items will be visible on the character in the scene.

If you have “Use Items” checked, you can simply plug in the blueprints you made for the skin items and test them against other clothing items. This will help visualize if shrink masks and clothing layers are set up properly.


Under Anim>Test Anim you can change the animation that is playing in order to better test skinning


You can see how the armor looks with maximum bone scale settings by going to the Bone Preset dropdown and checking on “Combine Presets” and “Max Sliders”


Minimum bone scale settings can be looked at by having “Combine Presets” checked and “Max Sliders” unchecked


Testing while Playing in Editor

Test while playing in editor to check on things like FPV of gloves and further testing of skinning and combined clothing pieces.

Once you are in play mode, give yourself the base armor sets by copying and pasting this list after hitting “~”

cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothBoots.PrimalItemArmor_ClothBoots" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothGloves.PrimalItemArmor_ClothGloves" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothHelmet.PrimalItemArmor_ClothHelmet" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothPants.PrimalItemArmor_ClothPants" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_ClothShirt.PrimalItemArmor_ClothShirt" 1 0 0 false |
cheat giveitem "/Game/Atlas/AtlasCoreBP/Items/Skins/PrimalItemSkin_OfficerBoots.PrimalItemSkin_OfficerBoots" 1 0 0 false |
cheat giveitem "/Game/Atlas/AtlasCoreBP/Items/Skins/PrimalItemSkin_OfficerGloves.PrimalItemSkin_OfficerGloves" 1 0 0 false |
cheat giveitem "/Game/Atlas/AtlasCoreBP/Items/Skins/PrimalItemSkin_OfficerHat.PrimalItemSkin_OfficerHat" 1 0 0 false |
cheat giveitem "/Game/Atlas/AtlasCoreBP/Items/Skins/PrimalItemSkin_OfficerPants.PrimalItemSkin_OfficerPants" 1 0 0 false |
cheat giveitem "/Game/Atlas/AtlasCoreBP/Items/Skins/PrimalItemSkin_OfficerShirt.PrimalItemSkin_OfficerShirt" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_HeavyBoots.PrimalItemArmor_HeavyBoots" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_HeavyGloves.PrimalItemArmor_HeavyGloves" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_HeavyHelmet.PrimalItemArmor_HeavyHelmet" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_HeavyPants.PrimalItemArmor_HeavyPants" 1 0 0 false |
cheat giveitem "/Game/PrimalEarth/CoreBlueprints/Items/Armor/Cloth/PrimalItemArmor_HeavyShirt.PrimalItemArmor_HeavyShirt" 1 0 0 false |
cheat gfi hideboots 1 0 0 | cheat gfi hidegloves 1 0 0 | cheat gfi hidehelmet 1 0 0 | cheat gfi hidepants 1 0 0 | cheat gfi hideshirt 1 0 0 |
cheat gfi furboots 1 0 0 | cheat gfi furgloves 1 0 0 | cheat gfi furhelmet 1 0 0 | cheat gfi furpants 1 0 0 | cheat gfi furshirt 1 0 0

This will put all of these items in your inventory. To give yourself your new Skin items you want to test, right click on the BP in the content browser and give yourself the item in game. Skins will need to be applied to existing clothing pieces in your inventory for you to view them.

Pay close attention to how gloves look in first person while testing this way.

To make a female character you will need to type “suicide” into the command bar and create a new character. Same thing with any new bone slider adjustments