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[DEPRECATED] Workshop: Custom LEGACY Materials
By Spebby
In this quide, I will try to teach you how to make Custom Materials for the Unturned Legacy Editor.
If you want to make Custom Devkit Materials, I made a guide on that.

This guide is now outdated and irrelevant.
   
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To Note
This guide is now outdated and irrelevant. The Legacy Editor has been merged with the Devkit Editor in recent versions, and you can no create materials with this method. Please refer to my Devkit Materials guide for up-to date info.
Getting Started
Something worth noting is that realistic textures do not work with Unturned's artstyle, avoid using them. Make your own, or if you can get a hold of official textures (Datamining or the "Example Assets" Unitypackage (Unturned/Bundles/Sources)), change their hues and saturation levels, though it's always better to make your own textures, instead of using someone else's textures without permission, though Nelson is pretty chill about letting Workshop & Curated creators use his materials.
Textures
For standard reference, textures should be a .png file, they should also be semi-transparent, though this isn't required. They should also be 64x64, you also need to have 8 textures, no less no more, if you try to have less or more materials, you map will fail to load. And you will crash. Here's the Russia Grass texture for reference.
Another thing that should be taken into account is what Nelson has said himself, below are some quotes from his "Workshop: Offical Content" Guide.
"Please avoid super high contrast colors - they're painful to look at especially when used in the lighting. Most of the official content has sort of medium intensity colors."
"Don't go darker than RGB 30, 30, 30 and if something is 255, 255, 255 that's probably a bad sign."

Avoid using realistic textures, or photos. Photos likely won't tile well without editing, and at that point you might as well make your own. If you want to make your own, Gimp makes it very, very easy. I have two methods, sometimes I'll go into Paint(dot)NET and make a "Cloud" texture, then import it into Gimp. Once I'm in Gimp I'll chip away at the cloud texture with Acrylic brushes. Blurring, adding more layers, adding minor details with Acrylic brushes, Tile Seamless filter. Sometimes I'll forgot the Cloud texture and just start painting until I see something. I'll test how the texture looks in Unity with a grid of planes, by applying the material to all of them to see how it tiles. Sometimes it's easy to get lost in the texture and lose sight of what it actually looks like.
Unity
Let's say you have your textures, and your ready to put them in game, great! Now all you need to do is the unity part. Open up unity, and drag your textures into the Assets folder at the bottom of the Screen.




For the next part, we will need to set these textures up. Thankfully, I have an image that should yield the correct results.

If you do things incorrectly, you will end up with this ugly black overwriting textures if you get too far from them.
But, if you do things correctly, you should have some nice proper looking textures.
Bundling
Images are at the bottom of this section this time

In order to get your textures in the game, you will have to use the Bundling tool, conveniently Nelson has made one for use that works for Unturned.
In order to find this tool, you will need to navigate to your Unturned folder. "C:\Program Files (x86)\Steam\steamapps\common\Unturned" And to find the tools, navigate to "Unturned/Bundles/Sources" Drag the 2 packages, "Project" and "ExampleAssets" into your project. The packages will setup everything for you. Next, you will need to open the BundleTool, located in the "Windows" menu. (Pictures are outdated, but there is now a subfolder under the "Windows" menu called "Unturned", all tools will be there.)
Next, you will want to select all your textures, Shift-Clicking is the way to go on this one, alternatively you can just select the whole folder. Once you have everything selected click "Grab". The Tool should update to look like this, of course, the names of the images being different.
Now, save the .unity3d file in your map's "Terrain" directory. "C:\Program Files (x86)\Steam\steamapps\common\Unturned\Maps\<Map Name>\Terrain" feel free to overwrite the original file if needed.
End
Thanks for reading the guide! If anything is confusing I apologize. This guide may become out-of-date in the future, though the process likely won't change much, just the Unity version and location of bundling tools.
8 Comments
Razka Igop :) May 29, 2023 @ 9:18am 
so, how to make custom material now??? im looking fir a guide and no one make the guide,,
Spebby  [author] Jan 3, 2021 @ 9:16am 
You'd have to data mine them, my data mining guide is fairly old, but the process is still the same.
matt_exe Jan 3, 2021 @ 3:28am 
How do you view the materials of other maps? I liked some of the textures used for some of the curated maps and I wanted to include and tinker them myself but I'm not sure how to view the textures. Help would be appreciated, thanks.
Jdance Dec 31, 2020 @ 8:08am 
Uh, or you just get them from the example files Nelson provides
nickolasukraine2 Nov 6, 2020 @ 8:45am 
You use Unity Asset Bundle Extractor. Simple.
[BUS] Razor Jun 3, 2018 @ 1:48pm 
what? i dunno mane
Spebby  [author] May 31, 2018 @ 10:13pm 
Data mining.
[BUS] Razor May 31, 2018 @ 8:43pm 
How i find the custom materials of russia? like the orage grass?