To create a custom helmet first open the file of your helmet, if you don't have the file go first go to . Remember the name can be to anything you want, example: some_amazing_helmet.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"
]
}
}
}
Then you need to specify the path of the model texture for the armor in "textures": { "default": "" }, the texture for the helmet 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