This one might be a more obscure skin that not everyone gets, so here's a little backstory on this 1. Before Arkham Asylum got its final suit design for Batman, there was a previous design which was COMPLETELY scrapped, yet it was still being used in every single Arkham game's development as a base testing model for batman, even Return To Arkham. Because of that, it wasn't too hard to get a hold of the suit's model and textures, as it can be found in most Arkham dev builds.
While on that topic, thanks to SerJar for ripping the DXT5 textures from Return to Arkham, which greatly improved the normal map quality!


Now going a bit in-depth with this, I first of all want to mention that I have remastered the model in-terms of quality, topology and overall just bringing it up-to-date to AK's quality, it's as accurate as a port as I could've done (while still taking some liberties due to not knowing the final cape design) and that's mostly due to the:
MATERIALS
The materials of this suit were pretty interesting to work on because of how they were designed originally, that being a very dark rubber-like leather cowl, cape, boots and gloves that reflected blue (similar to something like batman's cowl material in the animated series) and a pretty exaggerated and comicbook-like expression that came with the cowl and cape. I was able to recreate both of these effects, by extracting the blue from the specular color map and converting it into masks for an inverted fresnel that acted as faking the reflection for the rubber-like leather reflections, getting a pretty accurate result that's faithful to the original materials. This is of course accompanied by some well done PBR maps to really make this suit fit into knight, and some good shading for the main hardleather material of the body.


RIGGING/MORPHS
Now, in order to capture the suit's very exaggerated comic-book flare that it had, I had to really push arkham knight's cowl rigging to its limits, to get some truly expressive and very exaggerated facial animations, by building upon the cowl's original FaceFX weights instead of outright overwriting them. Another thing is that I've taken liberties for the cowl segmentation, as you may know in Arkham Knight every single DLC suit can unmask, but for some suits the cowl/collar connection is pretty much unexsistent, just an invisible seam that would realistically make no sense. So a thing that I've done was just straight up segment the cowl at it's unmasking place to make it more believable, along with getting some custom eye paint and shadows in to accompany the DeCowl capabilities.


But for the cape, it was something very hectic to get right but I think I that I've managed to nail, taking advantage of the game's cape gliding morphs (pretty much just the cape changing it's shape for whenever it's gliding, if you've seen RRe36's mods that's what she does to make her capes pop) I was able to customize the cape's size and shape pretty much as much as I wanted to, being limited by mostly making it actually practical in gameplay. The biggest issue is that the cape is kinda the only thing we have no idea how it was meant to look like.... So it was all going off concept art and taking liberties and by that going through many iterations of the cape I was finally able to find the sweet spot between practicality, flashiness and seamingly accuracy.
