To create a custom chestplate first open the file of your chestplate, if you don't have the file go first go to . Remember the name can be to anything you want, example: some_amazing_chestplate.json. If you came from you should have the base code with that you need to fill the spaces:
{
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "geyser_custom:the_identifier_of_my_armor_part",
"materials": {
"default": "armor",
"enchanted": "armor_enchanted"
},
"textures": {
"default": "textures/models/armor/some_amazing_texture_directory",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "(the next part change depending of which part of the armor is)"
},
"scripts": {
"parent_setup": "(the next part change depending of which part of the armor is);"
},
"render_controllers": [
"controller.render.armor"
]
}
}
}
IMPORTANT: The identifier should be the same name as the Minecrat Java resourecepack, you can make the identifier the name of the texture in Minecraft Java and in Minecraft Bedrock to avoid problems
Then you need to specify the path of the model texture for the armor in "textures": { "default": "" }, the texture for the chestplate always is going to be the layer_1. When you specify the path it should look something like this
With this you can continue creating the custom mappings for your item
In "identifier": "geyser_custom:" you need to add the identifier for your part of armor, remember this should be unique and you will need to remember it to create your , so now with the identifier it should look like this