Textures
What kinds of textures exist, and what do they do?
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What kinds of textures exist, and what do they do?
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Published: Mar 5 2023 by manavortex Last documented edit: Feb 21 2025 by manavortex
This page contains the theory section for textures in Cyberpunk. It will give you an overview about different kinds of texture, and what the game is using them for.
For the hands-on guide section, check Modding Guides -> Textures and LUTs
If you just want to know how to import/export textures, see here.
For texture import settings and what they do, check the -> ->
Inside the game files, textures are stored as .xbm
files. Think of an .xbm
as a wrapper around the image itself, containing extra information for the game engine on how to handle the file.
By default, all textures in Cyberpunk2077 are Y-flipped (upside down). WolvenKit will take care of that for you during import/export via the VFlip
property.
If you stick to CDPR's naming convention, Wolvenkit can automatically pick the right import settings for you!
Across the game files, textures are clearly marked via suffix. If there are multiple textures with the same suffix, they will just be numbered.
_d
_n
_m
_r
_rm
This texture is directly projected onto a mesh to give it colour and appearance. Used by shaders like metal_base.remt
.
In the game files, these files will be named <name>_d.xbm
(e.g. base\environment\decoration\food\packaged_food\textures\synthetic_snack_01_d.xbm
)
When importing a diffuse texture with a non-default file name, make sure to check the isGamma box in the import properties.
Also known as "bump map", this texture is used to give a mesh depth and surface details. Used by shaders like metal_base.remt
.
For more technical details, see Normal Maps in Cyberpunk
In the game files, these files will be named <name>_n.xbm
(e.g. base\environment\decoration\food\packaged_food\textures\synthetic_snack_01_n.xbm
)
For a guide how to make your own normal maps, see here.
Also known as "gloss map", this texture defines how light scatters across the surface of your 3d model. Used by shaders like metal_base.remt
.
For an overview image, see Roughness/Metalness overview.
In the game files, these files will be named <name>_r.xbm
(e.g. base\environment\decoration\food\packaged_food\textures\synthetic_snack_01_r.xbm
)
Also known as "metallic map", this texture defines which parts of the material behave like metal and which parts don't. Used by shaders like metal_base.remt
.
For an overview image, see Roughness/Metalness overview.
In the game files, these files will be named <name>_m.xbm
(e.g. base\envment\decoration\food\packaged_food\textures\synthetic_snack_01_m.xbm
)
Some shaders use a combi-texture for roughness and metalness.
Since by default, roughness and metalness are inverted (white in one is black in the other), you can only use this for shaders that expect such a texture.
In the game files, these files will be named my_texture_rm.xbm
Used for in-game items and UI elements, these textures contain a collection of images. They are made available to the game via inkatlas files.
In the game files, these files will be named atlas_<name>.xbm
(e.g. base\gameplay\gui\fullscreen\hacking_minigame\atlas_minigame_programs.xbm
)