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TheArkhamDoctor And Kbachani

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TheArkhamDoctor

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About this mod

Arkham Shadow Batman:
a collaboration with Kbachani

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Hey everybody! Missed me? Today, I have a mod to show you all made in collaboration with Kbachani!!
We made the Arkham Shadow Batsuit in one week!

I really enjoyed making this suit together with Kbachani. Kbachani did the rigging and I did the shading.
I will now go over some key features of this skin!

But first a special thanks to OneCruelAce for making the thumbnail!!

The mod contains a clean, damaged and gold version.

The rigging
Kbachani did all the rigging, he literally did all the rigging.
Due to the optimization of the model in Batman: Arkham Shadow it wasn't directly useable to port directly.
So Kbachani rerigged a good 80% of the rig. Big props to him for doing it this fast and this good!

Armor physics
Using knights bone controllers I made the knee and shoulder pads not stretch or stay static.
This is not accurate to the batsuit ingame but it is accurate to the promotional art.


The face
We used the bruce wayne face from the game for this mod, it fits really well as a face for Batman and Bruce!


The visuals
Camouflaj studios shading is really optimized, there are 4 textures that they use: color, normal, emmision mask and the camoPMC. 
To port anything from Arkham Shadow you would only need these 4 textures. I'll explain the process on how I made all the textures. 
First of all I took a good look at every texture individually, I managed to come to this conclusion:
The normal map format is OpenGL
The camoPMC uses these shading maps:
* Glossiness
* Ambient Occlussion
* a constant (still have not figured out what this is for)
* metal mask

For the diffuse I multiplied the ambient occlusion witht the color map to get those details. I had to mask out certain parts for example under the shoulder pads.
For the normal map I had to invert the green channel to convert it from OpenGL to DirectX
For the R map I 
R: Inserted the metal mask, and I made some additional mask for things like the gauntlet blades
G: I inverted the Glossiness map and used this as my roughness
B: I used a constant value, and I used some additional mask to help with reflective parts

In the end I ended up with this:


The end
This was mostly what went on behind the scenes, so this is the final result:





Thanks for making it to the end!! ENJOY