Vertex Colors
In Game lighting & Wind / Sweat Effects
Vertex Colors are important for clothing for correcting lighting, sweat, and wind effects. Every piece of clothing usually has 2 vertex color attributes.
These vertex colors are named "colour0" and "colour1" and can be found in the Color Attributes dropdown in the Object Data Properties tab. Colour0 is associated with the lighting of your model, and this color is usually orange (or pink for emissive). Colour1 is for wind/sweat effects and for freemode clothing is almost always black.

There are two ways to see these colors on our model. The first way is to switch into Vertex Paint mode (instead of object/edit/pose mode). The second way is in the Viewport Shading settings. In solid view, changing the Color to 'attribute' will preview the colors while in Object/Edit/etc mode.

Once you are previewing the colors, simply selecting colour0 or colour1 from the color attributes dropdown will switch your active view between them.
Painting new vertex colors
As I stated earlier, colour0 has to do with lighting. For freemode clothing we use orange color #ff8000 most of the time. For colour1, unless you want clothing that shakes in the wind or parts of the alpha to show sweat effects, we paint it as #000 with no alpha. So let's add them to a model

In the color attributes panel, click the + (plus) sign.

For Name
put in colour0. Domain
is 'Face Corner' and Data Type
is 'Byte Color'. Then click the Color
box.

Go to the 'Hex' tab, type FF8000 and you should see the orange color you need pop in. I set alpha to 0 here as well, but you can leave it at 1 for colour0 if you wish. Alpha will matter more in the next step.
Let's add our second vertex color now.
Just like before, press the + (plus) icon to start adding a new color.

For Name
put in colour1. Domain
is 'Face Corner' and Data Type
is 'Byte Color'. Then click the Color
box.

Go to the 'Hex' tab, type 000 in the box and press enter and you should see the orange color you need pop in. The alpha should be 0 (zero) unless you want sweat effects. If you want to have such effects, there are more advanced tutorials for painting alpha layers available in the tutorials section in Sollumz discord. For a basic piece you want no sweat and no wind, so paint it fully black with 0 alpha.
Otherwise, you're done!
Emissive Clothing
If you are painting emissive clothing, your vertex colour0 needs to be pink instead of orange to be able to glow correctly in-game.
In the color attributes panel, click the + (plus) sign.

Just like above: For Name
put in colour0. Domain
is 'Face Corner' and Data Type
is 'Byte Color'. Then click the Color
box.

Go to the Hex tab. In the box, type FFBAFF
then press enter. You should see a pink color come in.
You only paint pink the parts you actually want to have glowing ingame. Separate your mesh to single out the pieces that will glow, paint their vertex colours this pink, and the rest of the mesh follows the orange/black schema above.
Here is a cube painted as an example.

The pink portions have been separated out as the only pieces that will glow ingame.

The rest stays orange.

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