🖼️Textures

What kinds of textures exist, and what do they do?

Summary

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.

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About textures

You can't use textures in Cyberpunk without first converting them to .xbm. To learn more about the reasons, check Textures: .xbm files.

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.

Texture naming conventions

Across the game files, textures are clearly marked via suffix. If there are multiple textures with the same suffix, they will just be numbered.

Example:

my_custom_item_d01.xbm            # diffuse/albedo 1
my_custom_item_d02.xbm            # diffuse/albedo 2
my_custom_item_n.xbm              # normal map

Types of files

Diffuse/Albedo

This texture is directly projected onto a mesh to give it colour and appearance. Used by shaders like metal_base.remt.

Naming convention:

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)

Normal

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

Naming convention:

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.

Roughness

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.

White => very rough
Black => very smooth

For an overview image, see Roughness/Metalness overview.

Naming convention:

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)

Metalness

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.

White => metal
Black => not metal

For an overview image, see Roughness/Metalness overview.

Naming convention:

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)

Combined Roughness/Metalness

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.

Naming convention:

In the game files, these files will be named my_texture_rm.xbm

Atlas

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.

Naming convention:

In the game files, these files will be named atlas_<name>.xbm (e.g. base\gameplay\gui\fullscreen\hacking_minigame\atlas_minigame_programs.xbm)

Additional intel

Roughness/Metalness overview

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