Creating the Base Skin Material
Once your character has been imported we need to assign a shader/material to it. This is a combination of multiple textures that will work together to display the final details on your mesh.
Step 1: Setting Up The Base Skin Material
- In your creature folder, create a new folder called
Textures - Inside the Textures folder, import your textures you created in the previous step. Be sure they are named a descriptive title so you can easily distinguish them.
- In your dinosaur folder, create a new folder called
Skins - Within your Skins folder, create a new folder named after the skin you will be importing. For instance, if the skin is called “Blue Back” the folder should be called
BlueBack. - Locate the
M_DinoSkinshader found withinContent\Dinosaur\Materials\DinoSkin. Right click on the material and select “Create material instance”. Name the material instanceMI_CreatureName_Skin_Base - Move this material to your Skins folder by dragging and dropping it into that folder in the content browser.
- Right click this new material and select “Create material instance” again, This will create a child of this material instance. Name this newly created material
MI_CreatureName_Skin_SkinNameand put it into your new skin folder. - Double click and open up your Base skin shader. Inside this material you will see variables you can change and assign different textures to. Assign the textures found within your “Textures” folder to each parameter, as explained in the next step.

Step 2: Applying Textures to the Material
- Open the Base skin shader and look at the Details panel on the right. Here you will see many different Parameters.
- Assign all the textures and values to the appropriate parameters based on the table below. If a parameter is not listed below, you can ignore it.
| Preview | Parameter Name | Description |
|---|---|---|
| N/A | Brightness | Make small tweaks to the brightness of your shader. Compare your tweaks against base game dinosaurs for best balance. |
| N/A | DetailNormalTiling | The tiling size of the detail normal map. |
| N/A | NormalIntensity | The intensity of the base normal map of your creature. |
| N/A | Specularity | The specularity of your creature. Change this to make your creature more/less reflective. |
![]() | BabySkin | The baby skin of your dinosaur. This is a traditional colour texture that does not use the RGB masking system. |
![]() | BaseNormal | The normal map of your creature |
![]() | DetailNormal | A small normal map that tiles across your creature to give it extra detail. By default this is a scale texture, however you can change this to be fur, feathers, or anything you like. |
![]() | MouthAlbedo | Your Detail Colour texture |
![]() | PatternSkinMask | The Markings of your skin. |
![]() | BaseSkinMask | The Base Pattern of your skin. |
![]() | RA | Your RA Mask |
![]() | ToothAndMouthMask | Your Packed Detail Mask |
![]() | WoundLocations | Your Wound Location Mask |
![]() | WoundMask | Your Wound Mask |
| N/A | Colour1 to Colour4 | The colours for your skin. Don't get these confused with Colour#Old (which does nothing). |
| N/A | PatternColor | The colour for the markings layer. |
| N/A | DetailTint | The tint that is applied to the claws, teeth, mouth, etc. |
Step 3: Setup Eye Material
You can use the base game eye material, or you can set up your own eye material.
Using The Base Game Eye Material
- Go to Material
/Game/Dinosaur/Materials/Eyes/Materials/M_EyeRefractive - Right-click on the material and select
Create Material Instance - Name the material
MI_DinoName_Eye - Open the material and look at the parameters on the right. You can customize these parameters to make your eye look better. The suggested parameters to edit are:
DepthScale- Set this to 0 or something subtle like 0.2IrisBrightness- Makes your eye brighter.PupilScale- Adjust the scale of your pupil.ScaleByCenter- Makes your eye larger or smaller.UsesMembrane?- Check this ON for the nictitating membrane, and OFF to disable the membrane.IrisColour- The base eye texture for your creature.ScleraTint- The colour around your creature's eye.
- When you're done with your eye material, you should assign it to the eye material slot on your creature's skeletal mesh.

Creating Your Own Eye Material
If you have a custom eye, you can create your own material. The important points are that it must contain the following parameters:
IrisHueTint- The custom colour a player can pick when editing their character.OldIrisHueTint- The old eye colour you are shedding out of.SheddingProgress- The Alpha used for the linear interpolate betweenIrisHueTintandOldIrisHueTint
- Create a new material by right-clicking in your Materials folder in your mod folder, and select "New Material"
- Open your material.
- You can Copy + Paste the following code into your material graph to get started. When you paste the code, it will look like the image below, but you will have to plug in the Base Colour, Specular, and Roughness.
- When you're done with your eye material, you should assign it to the eye material slot on your creature's skeletal mesh.
function test() {
console.log("
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CustomProperties Pin (PinId=5BB36E5D4C215F7E02C7C996D2E9B594,PinName="Alpha",PinType.PinCategory="optional",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_10 1F8FD7514A59FBA065100C93D977D7D6,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=111C7CC04321B28097090292028FA8DE,PinName="Output",PinFriendlyName=NSLOCTEXT("MaterialGraphNode", "Space", " "),Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_11 8641CB0145F0151DC73A3D8F6F1ADF55,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object
Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_10"
Begin Object Class=/Script/Engine.MaterialExpressionScalarParameter Name="MaterialExpressionScalarParameter_0"
End Object
Begin Object Name="MaterialExpressionScalarParameter_0"
ParameterName="SheddingProgress"
ExpressionGUID=B645449148B929CAD1443397732F5FCE
MaterialExpressionEditorX=-640
MaterialExpressionEditorY=-80
MaterialExpressionGuid=C237AA2640804ABC820BACA9E5912CD0
Material=PreviewMaterial'"/Engine/Transient.M_Eye_DinoName"'
End Object
MaterialExpression=MaterialExpressionScalarParameter'"MaterialExpressionScalarParameter_0"'
NodePosX=-640
NodePosY=-80
bCanRenameNode=True
NodeGuid=2315B455442ADB9E94D8F1AF977EEE72
CustomProperties Pin (PinId=1F8FD7514A59FBA065100C93D977D7D6,PinName="Output",PinFriendlyName=NSLOCTEXT("MaterialGraphNode", "Space", " "),Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_7 5BB36E5D4C215F7E02C7C996D2E9B594,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object
Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_11"
Begin Object Class=/Script/Engine.MaterialExpressionMultiply Name="MaterialExpressionMultiply_0"
End Object
Begin Object Name="MaterialExpressionMultiply_0"
A=(Expression=MaterialExpressionLinearInterpolate'"MaterialGraphNode_7.MaterialExpressionLinearInterpolate_0"')
B=(Expression=MaterialExpressionTextureSample'"MaterialGraphNode_2.MaterialExpressionTextureSample_0"',Mask=1,MaskR=1,MaskG=1,MaskB=1)
MaterialExpressionEditorX=-304
MaterialExpressionEditorY=-224
MaterialExpressionGuid=40742CE34FF2DC8D12B424845B5BD154
Material=PreviewMaterial'"/Engine/Transient.M_Eye_DinoName"'
End Object
MaterialExpression=MaterialExpressionMultiply'"MaterialExpressionMultiply_0"'
NodePosX=-304
NodePosY=-224
NodeGuid=9A9014804C012C52C6C73291E940E811
CustomProperties Pin (PinId=8641CB0145F0151DC73A3D8F6F1ADF55,PinName="A",PinType.PinCategory="optional",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_7 111C7CC04321B28097090292028FA8DE,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=95C077C7462E4D3BA0019985C163680E,PinName="B",PinType.PinCategory="optional",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_2 B9C643B54D41FD3E1BF9C0AB69FFD03D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=65D5AACB40F65E6B68440995A10869C9,PinName="Output",PinFriendlyName=NSLOCTEXT("MaterialGraphNode", "Space", " "),Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(MaterialGraphNode_Root_0 A116F27348DC36D90345C9B021418C48,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object");
}

Summary
Once you have set up your Base Skin material, you can apply it to your mesh. This will pull all the colors, textures, and masks together to create the final look of your creature. By following this tutorial you have created:
- The base skin shader for your creature
- Assigned the skin shader to your creature mesh
Congrats! You can now move on to the next step. Back to tutorial.









