KF2 Item Workshop Technical Requirements

Cosmetic Triangle and Texture Budgets

Triangle count of your meshes must be at or less then the number listed. Import your LODs following UDK's documentation here: https://udn.epicgames.com/Three/FBXStaticMeshPipeline.html#Import

Eye Cosmetics attached to the Eyes_Attach Socket (glasses, goggles, etc.)

Triangle Count~ 2000 LOD0~1500 LOD1~1125 LOD1
Diffuse Texture Resolution1024 x 512n/an/a
Specular Texture Resolution1024 x 512n/an/a
Normal Texture Resolution1024 x 512n/an/a
Mask Texture Resolution512 x 256n/an/a

Hat Cosmetics attached to the Hat_Attach Socket (hats)

Triangle Count~ 3000 LOD0 ~2250 LOD1~1600 LOD1
Diffuse Texture Resolution2048 x 2048n/an/a
Specular Texture Resolution2048 x 2048n/an/a
Normal Texture Resolution2048 x 2048n/an/a
Mask Texture Resolution1024 x 1024n/an/a

Face Cosmetics attached to the Face_Attach Socket (gas-masks, face-masks, etc.)

Triangle Count~ 6000 LOD0~4500 LOD1~3375 LOD1
Diffuse Texture Resolution2048 x 2048n/an/a
Specular Texture Resolution2048 x 2048n/an/a
Normal Texture Resolution2048 x 2048n/an/a
Mask Texture Resolution1024 x 1024n/an/a

Lower Face Cosmetics attached to the Jaw_Attach Socket (Ana's scarf, Tanaka's bandanna, etc)

Triangle Count~ 2000 LOD0~1500 LOD1~1125 LOD1
Diffuse Texture Resolution2048 x 1024n/an/a
Specular Texture Resolution2048 x 1024n/an/a
Normal Texture Resolution2048 x 1024n/an/a
Mask Texture Resolution1024 x 512n/an/a

Static Cosmetics vs Skinned Cosmetics

Cosmetic items can be either deformable skinned cosmetics or strictly static meshes with no deformation. The bulk of items currently released are static and this is preferable. Skinned items should only be used when deformation is necessary. Ana's scarf is a good example of an item that needs deformation.  Skinned items must be skinned using the downloadable character source rigs as the skeleton.

Weapon Skin Requirements

Your weapon skin is limited to 1 32bit 2048 TGA applied as either a custom paint map or a pattern mask. You may replace the paint area mask if desired but this is only for advanced users. Modifying the base weapon textures is not permitted.

You are also required to bake all first person weapon skin textures to the third person weapon UVs at 1024 x 1024.