Custom Changing Booth
01Style
02Inscription
The inscription repeats on all four sides of the top part, like in the game.
03Color
04Export
How to use
Pick a style
Four ready looks; every preview is the booth itself in the current colors.
Set the inscription
An image (a hanger by default) or your own text, with a font.
Choose colors
Take a preset or set base, accent, hardware and letter colors by hand.
Download
The kit is always 2048 × 2048: color, ORM (and emissive for Neon) as a ZIP.
Frequently asked questions
Two or three 2048 × 2048 textures: “T_Item_Telephone_Booth_Ds” is the color (Base Color), “…_Orm” holds ambient occlusion, roughness and metal (R, G, B) and “…_E” is the glowing lines, only for the Neon style.
Unzip the archive and import the PNG files into UEFN. Create a material and connect: Ds (RGB) to Base Color; Orm: R to Ambient Occlusion, G to Roughness, B to Metallic; for neon, E (RGB) times 5 to 20 to Emissive Color. Turn sRGB off for Orm. The Video tutorial button next to the download button shows it step by step.
In the material set Blend Mode to Masked and connect the Alpha of the Ds texture to Opacity Mask.
Almost always sRGB is on for the Orm texture. Open it, turn sRGB off and set the compression to Masks.
Check that the Neon style is selected (the “_E” file is in the archive), connect it to Emissive Color and multiply it by 5 to 20. The glow in the preview is weaker than in the game: the real bloom is drawn by the engine.
No, only 2048 × 2048: that is the atlas size of this model and it suits UEFN.
In the Inscription step choose Image and upload a PNG (best with a transparent background). It is fitted into the plate and repeats on all four sides of the top part; the size is set with the slider. Your picture keeps its colors: only the sample hanger is recolored.
No. The position of the plate, lines and hinges is made for this model and its UV layout. On another model the result will be wrong.
The browser remembers the style, colors, text and font. It does not remember an uploaded picture or the Image/Text switch: they start fresh.
The names inside are the same as the original texture in the game (“Ds” is what its color map is called), so they are easy to replace. The archive name is built from your settings: style, color, inscription and size.