Creating Kit Sets

Kits are the most important and recognizable part of aesthetics. They're what gives a team their look, it's what sets them apart from the other 11 mooks on the field. This guide will help you create a kit that looks good on paper, but most importantly, works in the game as well. 
==The Basics==
A kit (sometimes referred to as a strip, like in the PES pre-game menu) is the soccer/football/divegrass term for the pieces that make up a team's uniform. A kit is made up of a player's shirt, shorts, socks, long sleeves/undershirt, and cleats/boots. For goalkeepers, gloves are also considered to be part of their kit. Kits usually feature a team's colors, team logo, and player name & number prominently, while also leaving room for sponsor logos, as well as tournament badges and league logos.
Teams will generally use multiple kits over the course of a season, the most common setup being one kit for home and one for away. Depending on the team, they may also pack a number of alternate kits, for special games, or tournaments, or even just to have other kit sets to sell to fans to use on the field. In addition to this, teams will always have a different kit for their keeper in order to differentiate them from the outfield players during the course of play. In extreme cases, teams can trot out over a dozen different kits over a whole season, if you include GK kits, but for the purposes of PES, all you need is one GK kit, one "home", and one "away" kit, for a total of three. You can run wild and make more, but know that it's all gravy after that. 
==Kit Elements==
For the purposes of PES, we will ignore the footwear and gloves as being part of a kit and instead focus on the rest. A PES kit is made up of four elements: The Kit Element, The Name Element, The Number Element, and The Mask Element.
===The Kit Element===
The kit element is the main part of the kit. It contains the textures for a player's shirt, shorts, undershirt, and socks. 
The main portion of the kit is the short-sleeved shirt found at the center of the template. The lower half of it will be the front, which is where your team's logos and any major advertising/memes/images should go on the kit. The back of the kit has room for stylistic nonsense as well, just bear in mind your kit numbers and names need enough room to be visible back there. The sleeves are differentiated from the body of the shirt, in case you want to do a style of kit that has a different color/design on the sleeves. There is also an outline for a side panel on the kit, which is another common style. If you don't want your kit to have that kind of side striping/paneling, just fill in that portion of the kit as you would the rest.
The long sleeves section of the kit element represent the tight fitting shirt that many athletes wear to adjust their body temperature and keep sweat off them. Like the short sleeve texture, there are guides for extending the side paneling, should you want that design from your kit to carry over to the long sleeves. More noticeable on the long sleeves than the short sleeves is the guide for sleeve cuffs. Some real life divegrass teams do add designs on this part of their kit, so the option is available, otherwise just color it the same as the rest of the sleeve.
The collar is pretty straight forward, half of the area is for the inside of it, which barely gets seen, so long as your players' heads aren't invisible, and the other half is for the outside. Some teams put writing on the backs of their collars. If that's something you want to do, make the writing the size of the "Collar Exterior" writing, and center it on the collar. The Captain's Armband in the top left works pretty much the exact same way, except it's all exterior. Put anything you want visible (logo, slogan, etc.) in the middle for the best view.
When designing the shorts for your kit, remember to leave an open space for leg numbers. When using the Kit Managers, you will be able to choose which side of the shorts the numbers go on, so wherever you want them to be, put your team logo or whatever intricate design you're doing on the other side. The socks shouldn't be difficult, just take note of where the front is. You'd expect it to be in the middle of the sock area, but it's not. Welcome to PES.
===The Name Element===
The name element is the part of the kit that spells out the player's name on the back of the kit. PES picks out the individual letters from the name file and places them on the back of each player's shirt. A name file is all 26 letters of the alphabet including one special character at the end. The easiest way to create your own file and match the spacing that the game requires is create an empty layer over an existing file and align the text that way. 
===The Number Element===
The number element is the part of the kit that displays a player's designated number.
Player numbers in PES go in two places: On a player's back and on a player's shorts leg. Back numbers are required by the game, leg numbers are not. The easiest way to make the numbers for your kit is the same as the name element, open an existing file and work on a layer above it. Number files can make your player kits sperg out, as if a layer of tv static was layered over the shirt, if the numbers are not properly spaced out. If this happens, shrink the numbers a bit and space them out some more to fix this problem.
===The Mask Element===
The kit mask is a non-essential texture in a PES kit. It's basically visual gravy, that gives certain portions of the kit a different surface texture depending on how they're highlighted in the mask. Each effect corresponds with an exact color, anything else will not work. 
* For a portion of the kit to have a reflective look, like it was sublimated on, fill in the area with a light purple color (HEX#9682FF)
* For parts of the kit that are supposed to look elastic (for example the captain's armband), fill the area with a light blue color (HEX#31DCFF)
* Parts of the kit that get no special effects are covered in a puke/mustard brown color (HEX#968200)
==Formatting Your Elements==
Kit elements must be saved in a specific manner in order to get PES to read and apply them properly. This includes the file name as well, the reasoning for which is explained on the Kit Managers page.
===The Kit Element===
The Kit Element must be saved as a Direct Draw Surface (.dds) file, DXT1 No Alpha, with MIP Maps. Filename for a player kit should be uXXXXpY.dds, where XXXX is your corresponding Team ID and Y is the kit number, 1 for the first kit, 2 for the second, etc. The goalkeeper kit for your team follows the same formula, however it ends in g1 instead of pY.
===The Name Element===
The Name Element must be saved as a Direct Draw Surface (.dds) file, DXT5 Interpolated Alpha, with MIP Maps. Filename for a name texture should be uXXXXpY_name.dds, where XXXX is your corresponding Team ID and Y is the kit number. Again, change the 'p' to a 'g' for the GK kit.
===The Number Element===
Number Elements must be saved as a Direct Draw Surface (.dds) file, DXT5 Interpolated Alpha, with MIP Maps. Filename for a number texture should be uXXXXpY.dds, where XXXX is your corresponding Team ID and Y is the kit number. If you want the number file to be for the kit back, add _back to the end of the filename, for leg numbers, add _leg, and chest numbers add _chest. Again, change the 'p' to a 'g' for the GK kit.
===The Mask Element===
The Mask Element Direct Draw Surface (.dds) file, DXT1 No Alpha, with MIP Maps. Filename for a mask should be uXXXXpY_mask.dds, where XXXX is your corresponding Team ID and Y is the kit number. Again, change the 'p' to a 'g' for the GK kit.