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How to make custom tattoos
This page collects information on making custom tattoos. It is currently only a stub.
Please check the nested pages in the Wiki's browser for more information, or click the "Next" button at the bottom of the page.
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Published: Feb 03 2024 by Last documented edit: Feb 22 2024 by
You can find here a list of overlays names from KS_UV and VTK bodies mods
Depending on the supported framework, you need to name your WolvenKit project like this:
The body file of KS_UV contain the Torso, Back, Legs and Arms parts The body file of VTK contain Torso, Back and Legs parts
Head : archive\base\4k\common\overlays
Body : archive\base\4k\common\overlays
Head : archive
Body : archive\base\v_textures\body
Arms : archive\base\characters\player\femme\body\arms\textures
Framework | Prefix | Example name |
---|---|---|
Framework | Overlay name | gender/body part |
---|---|---|
KS_UV
004
004_my_tattoo
VTK
00
00_my_tattoo
KS_UV
fullbody_overlay_d01
female body (see note above)
ma_fullbody_overlay_d01
male body (see note above)
wa_head_overlay_d01
female head
ma_head_overlay_d01
male head
VTK
v_overlay
female body (see note above)
11597681951245522818
female head
femme_arm_left_01_overlay
female left arm
femme_arm_right_01_overlay
female right arm
How to merge two or more existing tattoos
This guide will teach you how to merge multiple tattoos into one. It will not cover the process ofConverting between texture frameworks.
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to edit images: recommended, because this guide will not cover it. If you don't know it, the relevant section will tell you what to Google, though.
<1h for total noobs, <10 minutes if you know what you're doing
To see which files you need to edit, check this Overlay list
Depending on the supported framework, you need to name your project like this:
Export all .xbm
files from the tattoo mods that you want.
You can find a detailed guide on how to do this under Analysing other mods
Add them to your project
Rename the files (e.g. by appending "mod1"). This is important, because the other mods' file names will be the same. Do not rename the files for the last mod you export.
Repeat the process with the other archives until you have all .xbm files that you want to merge in your project.
Open the file in the image editing software of your choice (if you don't have one, use photopea.com)
Make sure to use the same resolution
for all the tattoos, otherwise the tattoos will be placed incorrectly, they will either be too big or too small compared to other tattoos, usually 4096x4096
is the most used resolution.
Merge the textures. If you don't know how, you can google "how to merge layers in <software of your choice>
" and find guides by the dozen.
Export the textures, overwriting the files from your last export in your Wolvenkit project's raw
directory.
Make sure to check the linked guide for how to enable transparency!
Delete all other (renamed) xbm file from your project directory — you don't need them anymore
Check the textures in the Image Preview to make sure that they look OK. Troubleshoot them if not.
After installing your new tattoo mod, remember to delete the original files in your mod folder, otherwise it will cause conflict between the different tattoo mods.
Published: Feb 03 2024 by , initial guide by Yggnire Last documented edit: Feb 03 2024 by
You have
Framework | Prefix | Example name |
---|---|---|
If you don't know how to create a project, you can look it up on the .
Open the and switch it to Mod Browser
all .xbm
files in the first.archive
file from one of your tattoo mods
Use Wolvenkit's to export all the files to .png
Use the to import the .png
files into the original .xbm
files
Now it's time to and launch the game. Click and hold the green play button on Wolvenkit's toolbar, select "Install and Play", and look at your new tattoo in action.
KS UV
004
004_my_tattoo_mix
VTK
00
00_my_tattoo_mix
This guide will teach you how to create tattoo on modded body, KS_UV and VTK
Published: Apr 11 2024 by Yggnire, initial guide by Yggnire Last documented edit: Apr 11 2024 by Yggnire
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it. Knowing how to use WolvenKit.
<5 minutes to set up everything 5 minutes - as long as it takes you to create a tattoo that you like <5 minutes for the import/install
VTK project name should be 00_modname
KS_UV project name should be 005_modname
To create overlay tattoo , you need the following files Overlay list , select the body part you want to edit.
Add the files to your project by double-clicking on them
Open a new project in photoshop, clip studio paint, photopea.com or another editing software
Set the height and width to 4096x4096 or in the quality that you want 1024, 2048 or 4096
Grab the skin map of your choice, create a new layer and then do your tattoo :
When your tattoo is complete, uncheck the eye on the skin layer
Now your project should look like this: Your tattoo and no background
Save your project as a .PNG files
Return to WolvenKit and Open the texture preview window by clicking the blue checkbox
Right click on it and click on the "Replace Texture" and choose your textures files
When it's done, export the file, then import and Install.
When it's done, go in-game and admire your new tattoo !
This tuto will teach you how do a scar in the software of your choice. I will give you some basic idea on how to create scar,
Published: Feb 29 2024 by Yggnire, initial guide by Yggnire Last documented edit: Feb 29 2024 by Yggnire
I will give you some basic idea on how to create scar, I encourage you to use these basics and explore as many possibilities as possible. Don't hold on to what I'm going to explain to you.
Have fun.
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
- as long as it takes you to create a scar that you like
I use the software CLIP STUDIO PAINT but you can do it with the one you want.
I'm gonna do the scar on the normal map (bumpmap) first.
I take a RED color like this :
I use a wet watercolors brush for the natural scar
Do the base of your scar :
Then pimp it , you can erase or add some pieces to your scar with your brush
Now copy paste your scar and change the color to GREEN, place the layer below the red one and move it a few pixels to the side you want.
Now copy paste your scar on the skin textures
Use the Pipette tools and take the skin color, use the "Lock Transparent Pixels" parameters OR you can use CTRL+U
to modify the color as you wish, do the same for the GREEN layer, personally I use a lighter color for the red layer and a darker color for the green layer
Good job, you have your first scar ! Now do magic with wkit and go see your scar in-game
In-game appearance
I use a hard brush for the cyberware scar
Do your base with the RED color
Surround the RED base with a GREEN outline
The skin map scar appearance
In-game appearance
I use a wet watercolor brush to make the Burn scar.
Do the base
Add the GREEN under the RED as always
Then I add a new layer of RED and GREEN
I then use a blur spray brush like this, I paint randomly on my scar and around it
I reduce some layers' opacity at my conveniance and then I go to the skin map
Here is what my scar looks like when colored.
I will add some extra textures on it, only on the skin map, not the bumpmap.
In-game appearance
This guide will teach you how to create scars on modded body KS_UV and VTK
Published: Feb 29 2024 by Yggnire, initial guide by Yggnire Last documented edit: Feb 29 2024 by Yggnire
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
<5 minutes to set up everything 5 minutes - s long as it takes you to create a scar that you like <5 minutes for the import/install
If you want to know how to make scars, I advise you to take a look at the tutorial "How to make a scar (tips for drawing)
For the Body :
For both Framework, the name should be something like that : 000_modname
For the Head :
KS_UV project name should be 005_modname
VTK project name should be #00_modname
The # is really important
To create modded body scars , you need the following files
KS_UV Body Path :
base\4k\common\body\wa\textures
(female)
base\4k\common\body\ma\textures
(male)
VTK Body Path :
base\v_textures\body
VTK Arms Path :
base\characters\player\femme\body\arms\textures
VANILLA (for KS_UV) Head Path :
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
(female)
base\characters\head\player_base_heads\player_man_average\h0_000_pma_c__basehead\textures
(male)
VTK Head Path :
base\characters\head\player_base_heads\player_female_average\h0_000_pwa_c__basehead\textures
Add the files to your project by double-clicking
Save the files in a new folder.
Open all of them on a drawing software like photoshop, clip studio paint or photopea.com
Let's start by creating the scar's bumpmap (the yellow-greenish one).
Add a new layer and paint your scar (if you want to know how to create a scar from scratch , you can go to this tuto )
Start to draw your scar, I recommend you to use a brush similar to wet watercolor to create « natural scars » if you want to create cyberware scar, use a more consistent brush .
To create your scar, take a basic red color, and draw your scar on the new layer you created in Step 2.
In the Layers Palette, select all three channels (or RGB) to see colours again.
Now you need to turn your image green. There are various ways to do that, for example Image -> Adjustments -> Hue/Saturation.
Copy the green scar and paste it into the green channel.
Use CTRL + T
to select it and shifted the scar a few pixels to the right (you can use the arrow keys). It should now look like this:
Now that you have a scar, open the diffuse map (skin).
On the yellow image, switch to the red channel again and copy everything (Hotkey: Ctrl+A
, Ctrl+C
)
Paste it into the skin image (Hotkey: Ctrl+V
).
It should now be on another layer. If not, undo the paste (Hotkey: Ctrl+Z
), create a new layer in the layer palette, and paste it again.
The pasted scar has to be the same color as your skin so plays around with the Tint/Hue CTRL+U
Invert the image (Hotkey: Ctrl+I
)
Replace in your wolvenkit project all the png with the new one, « Import » and then « Install » and enjoy your new scar !
Create scars by replacing vanilla one
Published: Feb 05 2024 by Yggnire, initial guide by Yggnire Last documented edit: Feb 05 2024 by Yggnire
This guide will teach you how to create scars by replacing vanilla one. In this guide, we'll replace #4 in the Character Customization.
The ability to read: mandatory, because I'm not gonna lie — this is gonna be difficult otherwise. Knowing how to use a drawing software : recommended, because this guide will not cover it.
<5 minutes to set up everything 5 minutes - s long as it takes you to create a scar that you like <5 minutes for the import/install
To create scars replacer, you need the following files (they're shared for both body genders) from this folder:
Add the files to your project by double-clicking
Open all of them on a drawing software like photoshop, clip studio paint or photopea.com
Let's start by creating the scar's bumpmap. Open pma__basehead_scars_n01.png
(the yellow-greenish one).
The image should look like this :
The vanilla size are 1024x1024, I have upscaled mine to 4096x4096, but that's personal taste.
You will need to erase one of the pre-existing scars. Use the pipette tools and take the same color as the background.
Add a new layer and paint over this part of the image.
By creating a new layer, you will preserve the original edit and can toggle your changes on and off in the layers palette.
Once it’s done, add a new layer and start to draw your scar, I recommend you to use a brush similar to wet watercolor to create « natural scars » if you want to create cyberware scar, use a more consistent brush .
The scar replaced spans the entire face, so this is the best scar to replace. To see which parts are affected, you can drag the _d texture on your mesh and turn its opacity to 50%:
To create your scar, take a basic red color, and draw your scar on the new layer you created in Step 2.
Copy the entire layer (Hotkey: Ctrl+A
, Ctrl+C
)
In the Layers Palette, select the red channel and paste your scar. The image will now be black and white.
In the Layers Palette, select all three channels (or RGB) to see colours again.
Now you need to turn your image green. There are various ways to do that, for example Image -> Adjustments -> Hue/Saturation.
Copy the green scar and paste it into the green channel.
Use CTRL + T
to select it and shifted the scar a few pixels to the right (you can use the arrow keys). It should now look like this:
Now that you have a scar, open h0_000_pma__basehead_scars_m01
(the black-and-white one, your metallic map).
On the yellow image, switch to the red channel again and copy everything (Hotkey: Ctrl+A
, Ctrl+C
)
Paste it into the metallic image (Hotkey: Ctrl+V
).
It should now be on another layer. If not, undo the paste (Hotkey: Ctrl+Z
), create a new layer in the layer palette, and paste it again.
The pasted scar should automatically be black and white. If not, change that via the Edit -> Image -> Greyscale option.
Invert the image (Hotkey: Ctrl+I
) so that it looks like the picture below:
Now change the contrast of the formerly red channel so that the scar is black (Image -> Adjustments -> Brightness/Contrast).
Repeat the process with the green channel from the normal map.
Now change the brightness of the formerly green channel to a light grey Image -> Adjustments -> Brightness/Contrast).
Set the blending mode of the green scar layer to Difference
. This will give you an inverted image, but that's fine.
Now, merge the two layers (hotkey: Ctrl+E
)
Invert it (Hotkey: Ctrl+I
)
Change the tint of the RED scar to black and the GREEN one to light grey.
Do this for the others png files with appropriate colors.
Replace in your wolvenkit project all the png with the new one, « Import » and then « Install » and enjoy your new scar !
Go to Character Customization and select the scar 4.
Here is the issue that I have had to deal with and you will certainly meet it.
In-game, this kind of issue can happen , nose textures cut and strange square shadow on the neck.
To remedy this problem, create a new project and obtain the 4 file types as seen above and replace them with those that you modified, export, import, install and that's it, the problem should no longer be present. If the problem persists, start the procedure again.
Once, there was only one framework and everyone modded in harmony, but then everything changed when the fire nation attacked.
This page is only a stub and needs expanding (someone should write the actual guide)
As of February 2024, there are two texture frameworks (and if the heavens are kind, there won't be any more):
(F) Solo 2.0 -Unreleased-
(F) Paragon Body -Unreleased-
(F) Songbird Body 2.0 -Unreleased-
The texture files for UV are separated by body gender.
(F) Hyst Enhanced Big Breasts + Realistic Booty (EBBRB)
(F) Hyst Enhanced Big Breasts + Realistic Booty: Push (EBBRBP)
(TODO: post screenshots with outlines)
You have
Create a and give it a name
You have
Create a and give it a name
Framework | Files name | gender/body part |
---|---|---|
You can find them by navigating the to the path above, or by using the .
Use the to export them
In your Project Explorer's , find the png files and click on the folder icon next to one to show them in Windows Explorer.
You have
Create a and give it a name that you can remember. Since we're replacing a basegame asset, make sure that it starts with basegame
: basegame_my_scars_replacer
files name |
---|
You can find them by navigating the to the path above, or by using the .
Use the to export them
In your Project Explorer's , find the png files and click on the folder icon next to one to show them in Windows Explorer.
Published: Feb 03 2024 by Last documented edit: Feb 03 2024 by
Also known as "UV" or "KS UV", this was the initial from early 2022, created by Zosoab70 and AllKnowingLion, and released by their team account, "KnowSo". Download under Miscellaneous files
(F) /
(F)
(F)
(F)
(F)
(F)
(F)
(F)
(F)
(F) (Alternate UV Framework base body file)
(M)
(M)
(M)
gender and body part | relative file path |
---|
, this framework also known as "VTK", created by xBaebsae, has a different UV layout. Download under Miscellaneous files
(F) Hyst (EBB)
(F) Hyst (RB)
(F) Hyst (EBBP)
(F) Hyst (EVB)
(F) (Big and Small Breasts)
body part | relative file path |
---|
Primarily, the basic difference is the of the body/arm textures between the base version of the UV Framework, and VTK. Beyond that other features include:
KS UV | VTK |
---|
KS_UV
d02_naked
female body, arms and legs
n02_naked
female body, arms and legs
d03_naked
male body, arms and legs
n03_naked
male body, arms and legs
VTK
v_body_d
female body and legs
v_body_n
female body and legs
femme_arm_left_01_diffuse
female left arm
femme_arm_left_01_normal
female left arm
femme_arm_right_01_diffuse
female right arm
femme_arm_right_01_normal
female right arm
VANILLA (for KS_UV)
&
VTK
h0_000_pwa_c__basehead_d01
female head
h0_001_pwa_c__basehead_n01
female head
h0_000_pma_c__basehead_d01
male head
h0_000_pma_c__basehead_d02
male head
- h0_000_pma__basehead_scars_d01
- h0_000_pma__basehead_scars_d02
- h0_000_pma__basehead_scars_m01
- h0_000_pma__basehead_scars_n01
femme arms | None separate from body texture yet |
femme body | Skins:
Tattoos:
|
femme head | Skins:
Tattoo:
|
masc arms | None separate from body texture yet |
masc body | Skins:
Tattoos:
|
masc head | Skins:
Tattoos:
|
Skintones/Material instances (masc & femme) |
|
femme arms |
|
femme head |
|
femme body |
|
masc arms | ?? |
masc head | ?? |
masc body | ?? |
Arms on same texture as the rest for basic version | Arms on different texture |
Add-on version for further arm texture layout options |
Unique Normals map for base version | Same body overlays for each body gender (?) |
Unique normals maps for arms with Add-on version | Emissive (glow) overlay |
Separate body overlays for each body gender | Alternate Texture for foot submeshes |
Emissive (glow) overlay |
Unique Normals map for base version |
Cyberarms built in to base version |
Unique Skintone .mi (Material instance) files |
Unique Eyebrows |
This guide will show you how to install the custom tattoo replacer.
This guide was originally written by Halk and imported with their permission. You can find the original here.
This is just to import a custom tattoo into the game, in order to actually make your tattoo, you can use and follow the Night City Tattoos guide on Nexus as it’s still pretty relevant and handy on how to make your first replacers.
This will help you from Step 6 and forward from NCT’s guide.
Open WKit and create a new project, name it as you want your mod’s .archive to look like in the mod folder. Or not, I’m not your dad. Do not save your WKit projects in the Cyberpunk folder.
Once everything is correctly set up, just click Install on the upper menu so it packs and installs your replacement to the game, then test it! (I am not sure if you need to do anything else to use it as a REDmod, but I don’t use REDmod so I won’t guarantee it works if you just use “Install as REDmod”.)
Requires/utilizes by Halvkyrie
After your tattoo is where you want it, and you’ve turned off all the other layers, flip your file vertically - do not just rotate, you gotta use the Flip Canvas Vertical option. Save your file as a .png on a transparent background. From: To:
Your Project Explorer tab will look different, this is just how I like to organize my tattoo making by putting all my files in the same place. (Anything you put in the RAW folder will not make it to the game mod!) I’m replacing a Masc V body tattoo, so I need the original .xbm file of it to make my import. This is where the “Help with file Names” document from NCT’s guide comes handy. I’m replacing the Tattoo 1 in the Character Creator. The guide tells me that the name of its file is tattoo_body__customisation_01. Since it’s for Masc V, I need the _d01 variant. As you can see, I already have the file I need extracted and ready to use down there. Assuming you don’t, head over to the Asset Browser and look for the file you need. Again, refer to the document in NCT’s guide. Double click to add it to your project. Your Project Explorer tab will now look like this!
After you have the .xbm you need, replicate the EXACT SAME PATHING in the Raw folder. Put your edited .png there and rename it to match the .xbm of the tattoo you’re replacing. As such, for me, it’ll look like this:
Head over to the Import/Export Tool window and make sure you’re in the Import tab. Find the .png you just renamed, select it, then click “Process Selected”. If everything went right, you will get a toast message from WKit informing you of that, and the Log tab will also say that the process was done. Still, you can double click on the .xbm of the Archive in the File Explorer, then head over to Texture Preview and check if your tattoo imported correctly. If it did, it’ll be flipped back to the original orientation of the NCT guide you first worked on before flipping on Step 1.