Summary:
The clothing of zombie villagers renders through armor. The helmet is positioned too low (the head goes through the helmet). This is almost the same problem as MC-91283 (there is no problem with helmet rendering in Java).
Steps to reproduce:
Put a full set of armor into a dispenser.
Point that dispenser into a Zombie Villager, power the dispenser.
Observed results:
The zombie villager's texture is visible through its armor.
Expected results:
Zombie villager's texture will not be rendered over armor.
Screenshots:
[media]Linked issues
is duplicated by 1
Attachments
Comments 2


The problem with the leggings can be fixed by changing the "pivot" and "origin" of the leg bones to match zombie leg bones instead of villager leg bones, in \models\entity\zombie_villager_v2.json
This fixes the leggings:
{
"name": "rightLeg",
"parent": "body",
"pivot": [ -1.9, 12.0, 0.0 ],
"cubes": [
{
"origin": [ -3.9, 0.0, -2.0 ],
"size": [ 4, 12, 4 ],
"uv": [ 0, 22 ]
}
]
},
{
"name": "leftLeg",
"parent": "body",
"mirror": true,
"pivot": [ 1.9, 12.0, 0.0 ],
"cubes": [
{
"origin": [ -0.1, 0.0, -2.0 ],
"size": [ 4, 12, 4 ],
"uv": [ 0, 22 ]
}
]
}
The problem with the chestplate can be fixed by removing the line
"inflate": 0.5
from the body bone in \models\entity\zombie_villager_v2.json
However, this causes the zombie villager base texture and profession layers to z-fight, so a different solution is needed.
The problem with the helmet is due to zombie villagers having taller heads than other monster mobs. To match Java, I believe the zombie villager would need its own helmet geometry and its own attachables definitions for each helmet type. However, in my opinion the Java image above look silly because the nose guard does not even cover the zombie villager's eyebrow. I would favor changing the zombie villager's geometry when it equips a helmet so that it's forehead is not so high.