How to create your own custom textures for Detroit: Become Human (Epic Games + Steam)
Some people have been asking how I get the dbh models to look like this in my game:
So today Iâm going to break down how to manipulate the textures in the game with deadrayâs custom tool and how to avoid crashing.Â
Before we start with the tutorial, we require several tools. The dbh custom tool found on the website linked above, a texture exporter tool and an image converter which you can find and install in the "resourcesâ folder Iâve prepared here.
PART 1: RECOLORING CLOTHING & ACCESSOIRES.
The character textures we want to change are in the tools "catalog" section. You can locate any specific model by typing their name into the search function, we are going to start with Kara. Kara uses mostly DDS textures which won't cause trouble in your game, while Alice and Connor for example use mostly QD textures which will cause crashes if not used correctly.
Once weâve searched for KARA, the catalog lists all of her models. Here I have opened the section âmaidâ which is her standard outfit and selected her armband. To change the texture, we select to âextractâ the file and pay attention to the required image format listed on the right side of the panel. Her armband is listed as DTX5 / BC3.Â
Once you have installed the Nvidia Texture Exporter, launch Photoshop and open your exported DDS file. (Btw, the texture tool canât be installed with a cracked PS version, so if you canât purchase PS then Gimp will also work.) In Photoshop, I have recolored the blue armband to pink and I save my new file, selecting the âDDS - Nvidia Texture Exporterâ under âData Typeâ. The Texture Exporter will open in Photoshop and ask for the required DDS image format. I select BC3, as listed by the custom tool, and click âsave.âÂ
Now you need to insert your new file into its respective thumbnail by selecting âimportâ in the custom tool. I have changed Karaâs triangle in addition, which is the same image format (BC3) as her armband. Close the tool, open your game and voilĂ , Kara is now sporting preppy pink android markers!Â
PART 2: OVERWRITING FONTS & SERIAL NUMBERS.
To change fonts and serial numbers, we simply need to paint over the fileâs original letters and overwrite it with something else. Here you can see an example of Connorâs original model identification marker and my custom marker. You can blacken out the whole thumbnail if you want to erase the markers on the jacket altogether. The image format for this particular DDS is DTX1 / BC1 and you can find it in the catalog under CONNOR_HOSTAGE, CONNOR_INT02 and CONNOR_WAR.
CONNOR_INT03 is NINES, so donât change those files unless you want to overwrite Ninesâ markers as well.
Serial codes can be swapped and overwritten in a similar fashion. The RK models all draw their serial numbers from the same file. In this example you see Iâve swapped the serials of Connor-51 and Connor-60. The image format for this particular DDS is DTX1 / BC1.
However, a swapped serial wonât update accordingly with every death within in the game. If you were to do a death run starting with -60, the serial bugs out at death five because of the modified starting number. -65 becomes -66 instead because -55 canât be overwritten.Â
PART 3: EXTRACTING AND IMPORTING QD TEXTURES.
Donât start with QD textures unless youâre already experienced with DDS textures or donât know what youâre doing. Otherwise I guarantee you will break/corrupt your game files. Always have a backup of your original files on your PC in the case of corruption. QD textures are usually shared between various different models and need to be updated within every single model in the game that uses the same texture. Otherwise, your game will crash.
First things first, open the tool and add the detroit_img.exe in tool settings in order to display QD texture thumbnails.
We are going to change Hankâs intro shirt for the QD example. All of Hankâs shirts are shared between HANK_INT01, HANK_INT03, CLO_HANKSHIRT_01 and CLO_HANKCLOTHESBALL. They are DTX1 / BC1 QD formats. In order to export the texture, we need to unlock âenable editingâ on top of the catalog chart.
To export and edit QD files, it's important to "enable editing" in each catalog section you want to modify. QD files are exported in uneditable data format. Drag and drop this data file into the detroit_img application to convert it into a TGA file. Open this TGA in Photoshop or Gimp and flip the new image vertically before you save the edited file as a DDS.Â
Afterwards you need to import this new DDS into each thumbnail that used the original QD texture. After I imported the first custom DDS into HANK_INT01 its thumbnail will turn black in every other section and needs to be refreshed. Therefore remember the position of your original thumbnail or note their file names in order to find them again later. If your game starts crashing because you havenât refreshed every shared texture, selecting ârestoreâ for the thumbnail wonât work for QD files. So itâs always important you have backed up your game files in case something goes wrong.
For beginners, stay away from QD eye colors since they are shared with lots of random NPC. (If youâre absolutely itching to edit the eyes, you can message me and I can send you a list of known NPC who shares it with them).
PART 4: COUNTERACTING SHADERS.
Some texture have an inaccessible colored shader assigned, meaning your own recolor and this shader will combine and create an entirely different color. We donât want that, so we need to counteract the shaderâs color preset. An example is Northâs hair for EXT01 and EXT02, both are assigned a red shader. To turn her hair brunette Iâve recolored her hair texture into a soft blue and lowered the lightness to counteract the red.Â
Some color shaders are accessible to you, like the hair coloration of Echo (blue) and her girlfriend Ripple (reddish). Her shader looks like this:Â
In Echoâs case, Iâve turned her hair black just by recoloring the blue-ish section and left her actual hair texture the way it is. I donât recommend recoloring these type of shaders with android uniforms unless you only want to take photos, as it will take a toll on gameplay and cause a slight lag (same goes for editing facial textures with heavy make-up).
I hope I managed to explain the tool in a somewhat comprehensible way. This is all old news to me by now, but I remember it was incredibly hard to understand back when I was a newbie with modding dbh. If you have any specific questions about the custom tool that I havenât addressed, or if you get stuck with a texture and donât know how to procced feel free to chat me or comment under this thread! :)












