(@Timelord_1691 , you deleted your post while I was answering it, so I'll put this here. This is the basic setup, I may do a full detailed writeup for the wiki later.)
Back textures are a real pain because of the central seam, and different skins can have slightly different uv layouts. I have used blender before to do this as a stencil texture painted onto the model, but the setup is a bit of a pain.
Basically you need to;
Export your model from vam with the ”Export OBJ and MTL files (Look in root folder after click” button on the "control and physics 1" tab. That will save an obj. in the root vam folder.
Import that into blender. It will probably be pink because blender can't see the files (don't worry about that for now)
With the imported model selected, Select the material icon and go to the torso material channel (Slot 22)
Click on the Shading tab at the top.
Open up gimp and save a 4096 x 4096 image that is completely blank (alpha channel) as a .png.
Back in blender s shading tab, add a new texture and open it as the blank png you just saved.
Now add a mix RGB node and drag the colour of the base texture into colour 1, the colour of the blank decal into colour 2 and the alpha of the blank decal into "factor", like this.
With the blank alpha image highlighted, now go into "texture paint" tab at the top.
You can now paint directly onto the model or stencil alpha png images.
Set up a new brush to stencil the tattoo image you want. Here's a vid that clearly explains doing that;
.
Paint the image onto the model and it will appear on the texture panel with the correct uv layout. You can now save it from the top of the texture panel.
This is a really simplified version of process, You may need to make some edits in an image program like gimp or photoshop. To get tattoo's that blend well with the skin, you will need to make adjustments to the alpha transparency and colour, but this should get you started.
Back textures are a real pain because of the central seam, and different skins can have slightly different uv layouts. I have used blender before to do this as a stencil texture painted onto the model, but the setup is a bit of a pain.
Basically you need to;
Export your model from vam with the ”Export OBJ and MTL files (Look in root folder after click” button on the "control and physics 1" tab. That will save an obj. in the root vam folder.
Import that into blender. It will probably be pink because blender can't see the files (don't worry about that for now)
With the imported model selected, Select the material icon and go to the torso material channel (Slot 22)
Click on the Shading tab at the top.
Open up gimp and save a 4096 x 4096 image that is completely blank (alpha channel) as a .png.
Back in blender s shading tab, add a new texture and open it as the blank png you just saved.
Now add a mix RGB node and drag the colour of the base texture into colour 1, the colour of the blank decal into colour 2 and the alpha of the blank decal into "factor", like this.
With the blank alpha image highlighted, now go into "texture paint" tab at the top.
You can now paint directly onto the model or stencil alpha png images.
Set up a new brush to stencil the tattoo image you want. Here's a vid that clearly explains doing that;
Paint the image onto the model and it will appear on the texture panel with the correct uv layout. You can now save it from the top of the texture panel.
This is a really simplified version of process, You may need to make some edits in an image program like gimp or photoshop. To get tattoo's that blend well with the skin, you will need to make adjustments to the alpha transparency and colour, but this should get you started.