--- tags: Witcher 3 --- # How to make eye textures unique to NPCs </br> *by munchyfly* ( [Nexus](https://www.nexusmods.com/users/5320603) | [Carrd](https://munchyfly.carrd.co/) ) </br> --- </br> This tutorial will talk you through the process on making an eye texture unique to an NPC. Currently, to my knowledge, the only NPCs that have unique eye textures are Geralt, Yennefer Avallac'h & Ciri. The rest use generic eye textures. </br> :::info This is how I, *munchyfly*, do it. If you have another method, then by all means use it. ::: :::danger This tutorial: - Does not cover texture editing. - Uses [Wolvenkit 0.6.1](https://github.com/Traderain/Wolven-kit/releases/tag/0.6.1-stable). I will not make a tutorial for other versions. Nightly and Preview are not stable enough for me. - Assumes you have set up Wolvenkit properly and have the game uncooked. - Uses Triss' eyes as a base. Every eye mesh is different so take note of that. ::: :::info Credits to [**Ard Carraigh**](https://www.nexusmods.com/witcher3/users/8382731) for helping me start off. ::: </br> --- </br> 1. Create a new project in Wolvenkit. Name doesn't matter but try and keep it short. </br> 2. Add the eye mesh (both `w2mesh` and `w2mesh.1.buffer`) of the character you want. They are generally found in the `h_01_wa__xxx` folder of the character. For this tutorial, we will be using Triss' eyes. </br> *(click to enlarge)* <center><a href="https://i.imgur.com/FMNH21k.png" target="_blank"><img src="https://i.imgur.com/FMNH21k.png" title="source: imgur.com" /></a></center> </br> You should now have something like this: </br> <center><img src="https://i.imgur.com/fb435SR.png"/></center> </br> 3. Add an eye texture XBM. You can find eye textures at `characters\models\common\textures\eyes\` or use one of the above mentioned characters eyes. I will be using Yennefer's. </br> <center><img src="https://i.imgur.com/pie38iR.png"/></center> </br> 4. Right-click any of the folers and click `Open Folder in Explorer`. </br> 5. Navigate to where Yennefer's eye XBM is. Rename it to whatever you want and move it to a new folder called `eyes` inside the same folder as the eye mesh. :::info Technically, you can move the eye XBM to wherever you want. It doesn't have to be the same folder as the eyes or in a folder called `eyes`. This is mostly for convenience. ::: </br> You should now have something like this: </br> <center><img src="https://i.imgur.com/Hd8Jpq2.png" /></center> </br> 6. Open the eye mesh and take note of the following materials: </br> `characters\models\common\materials\eyes\eye__iris__bottle_green.w2mi` `characters\models\common\materials\eyes\eye__iris__bottle_green__lod.w2mi` </br> *(click to enlarge)* <center><a href="https://i.imgur.com/BPrgPi4.png" target="_blank"><img src="https://i.imgur.com/BPrgPi4.png" title="source: imgur.com" /></a></center> </br> 7. Add the materials to your project. Just like in the beginning of the tutorial. 8. Just like the XBM, move both materials to the `eyes` folder and rename them if you wish. Not necessary but it's good practice. </br> :::info Just like the XBM, you can place it wherever you want. ::: </br> You should now have something like this: </br> <center><img src="https://i.imgur.com/UGCbu8f.png"/></center> </br> 9. Right-click on the XBM and click `Copy Relative Path` 10. Open `eye_triss.w2mi` and replace the location of the XBM path with the one you just copied. 11. Do the same with `eye_triss_lod.w2mi`. </br> <center><a href="https://i.imgur.com/SKyg8cR.png" target="_blank"><img src="https://i.imgur.com/SKyg8cR.png" title="source: imgur.com" /></a></center> </br> 12. Press `Save All`. Just in case, press it at least 3 times. Not entirely necessary but you can never be too careful. </br> <center><img src="https://i.imgur.com/mlaFN3W.png"/></center> </br> 13. Right-click on `eye_triss.w2mi` and click `Copy Relative Path` 14. Open the eye mesh (if you closed it) and replace the material path with the one you just copied. 15. Do the same but with `eye_triss_lod.w2mi`. :::warning Make sure to only replace the eye materials. Check the image on STEP 6 if you forgot where they were. ::: </br> *(click to enlarge)* <center><a href="https://i.imgur.com/NQuJrPI.png" target="_blank"><img src="https://i.imgur.com/NQuJrPI.png" title="source: imgur.com" /></a></center> </br> 16. Press `Save All`. Just in case, press it at least 3 times. Not entirely necessary but you can never be too careful. </br> <center><img src="https://i.imgur.com/mlaFN3W.png"/></center> </br> 17. In `Raw`, make a new folder called `Mod`. 18. Inside that folder, create a new one called `TextureCache`. 19. Inside `TextureCache`, create the folder hierarchy until you reach where the XBM is located. 20. Inside that folder, place the texture you want to import. :::danger Remember that the name of this texture should match the XBM. ::: </br> You should have something like this: </br> <center><img src="https://i.imgur.com/zNOIQLm.png"/></center> </br> 21. Open the `Import Utility` and press `Use mod files`. 22. Under `Texturegroup`, select either `Default` or `CharacterDiffuse`. 23. Make sure the box next to the texture name is checked </br> *(click to enlarge)* <center><a href="https://i.imgur.com/p3pA0YQ.png" target="_blank"><img src="https://i.imgur.com/p3pA0YQ.png" title="source: imgur.com" /></a></center> </br> 24. Press `Import` </br> You should now have something like this: </br> <center><img src="https://i.imgur.com/GIHVNqu.png"/></center> </br> 15. Pack and install the mod </br> <center><img src="https://i.imgur.com/LpwLHFD.png"/></center> </br> 16. The mod should now be in your `Mods` folder where your game is installed. 17. Run the game and check if everything is up and running. 18. If it is, good job! You got through this crap ass tutorial! Have fun making eye textures.