Batman: Arkham Knight

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IceMage

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TheRealiceMage

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About this mod

If you're watching this, I'm dead.

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to download just simply unzip the archive into any DLC folder.
This one's going to have a smaller description as there aren't any notable features or something that makes it pop out of the bunch besides some super niche shading methods I've used and the custom showcase (which was possible because of DarkSheep).
So, let's get started!

FEATURES

CUSTOM SHOWCASE
This one was only possible because of DarkSheep, just like Evolved I've wanted to add a unique showcase pose to this one, the damaged version specifically. Finding a fitting pose found itself to be difficult, but DarkSheep was quick to suggest a perfect pose, quite an incompatible with showcase pose which he has also fixed.


SHADING
The shading for this 1 is overall very unique and I've taken many liberties over the original's flat shading, so to not literally showcase every single material in the suit, I'll focus on the 2 most important ones, the middle torso bit and the cape. So, let's start with the cape:

Cape
For the cape I really wanted it to pop and succeed in imitating the original satin velvet material that WB seemed to try to make but ultimately failed. For this I've done some very unique shading that no other cape has, the actual cape has no explicit color texture, instead I've colored it using custom fresnels and aniso ramps that are go alongside the cape's cavity map. This allowed to me also really optimize on texture resolution without losing quality, quite the contrary. 
On top of this, to make the cape less flat in terms of detail, I have baked morphs for gliding and idle to really give it some geometry depth, which is something that a lot of Arkham capes actually lack, and same goes for original Gotham Knights.
While on the topic of gliding, the gliding map was inspired by batgirl's gliding in Gotham Knights, as the original suit didn't have any gliding maps.


Torso
Now while on the topic of the torso, I've done a more unexpected shading technique, which was using underlying normals for the custom aniso ramps that I've made. In Arkham Knight this is only ever used for imitating the clearcoating for carbon fiber materials (Evolved, v8 and 2008's carbon fiber), however in this case for the torso I've used it to render the anisotropy outside of the suit's extra details, to make them harsher highlights that's not distorted by the embedded ovals in the middle part of the torso. One big upside of this was also much cleaner normals that aren't destroyed by compression due to BC5 compression.
In the following images you can see the anisotropy details render underlying the suit's detail normals. It's also handled differently in-terms of coloring compared to the official suits, making it blend stuff like the dry blood better as well.




TEXTURES
Just like the evolved suit from SSKTJL, this one wasn't just a straight forward port of: extract texture > import texture. For this one I had to do a lot of work as what Gotham Knights does in order to hide their shading flatness is add A TON of surface detail textures, and I do mean A TON. (like 21 maps per. material a ton). These surface details change the material's textures DRASTICALLY, so not including them or executing them properly would be doing a worse job than the original did. So here's just a quick look at the whole material graph I've done into UE4 for RRe36's project that I've baked which extends into multiple material functions, and the pictures above already show it in-game.


Thanks for reading!


And lastly, join RRe's arkham modding discord if you are interested in my stuff!