🖼️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.
Wait, this is not what I want!
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 WolvenKit -> Import/Export: Textures -> #texture-group
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.
Texture naming conventions
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.
Example:
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
)
When importing a diffuse texture with a non-default file name, make sure to check the isGamma box in the import properties.
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
.
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
)
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
.
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
.
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.
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
Last updated
Was this helpful?