AI prompt system + complete texture guide · Clean alpha · Correct layouts · Stable in-game results
This page now includes the complete master prompt system. Copy the master prompt into your AI tool first, then paste a request from the builder below. The AI should follow the same WWE 2K tattoo pipeline: transparent tattoo sheets, correct body-placement layout, DDS-safe detail, clean alpha edges, grey/black and full-color presets, plus design_mask and design_blur support.
Paste this once into your AI/chatbot, then give it a request using the request builder below.
Use this to generate a clean command after the master prompt. It is especially useful when uploading reference tattoos for cleanup or conversion.
WWE 2K26 launched on Steam on March 12, 2026. Its modding ecosystem uses the same CAK archive format as prior 2K titles, but the toolchain has evolved significantly. Here is the current end-to-end picture.
.cak files in the game directory. Modding means either replacing files inside existing CAKs, or baking new CAKs that the game loads in their place. The file format is unchanged from 2K24/2K25.BakeMe\ folder layout are auto-processed and is the standard install method for character mods..mdl model files directly in Blender for porting, editing, and creating custom meshes. This replaced older 3ds Max scripts as the community's primary 3D pipeline.patreon.com/c/PWMods) or Tribute (patreon.com/TributeModding) on Patreon and verifying your subscriber status inside the tools unlocks Pro features and early access. Mods themselves are downloaded free from ProWrestlingMods.io.dinput.dll and CakeHook.dll into the WWE 2K26 root directory. Menu hotkey (controller): Back + RB + LB.basemodel.mtls and attire.mtls if you see a shiny/black texture bug after baking._mods folder method still works — output is bakedfile08.cak..mdl model files. Required for porting mods from 2K25, custom character meshes, belt fixes, and bone adjustments. Install via Blender → Edit → Preferences → Add-ons → Install from ZIP.design.mskinfo from an existing tattooed superstar and reuse it. Focus all effort on DDS + alpha.Default Steam installation path — this is what you point CakeView at:
...\Steam\steamapps\common\WWE 2K26\
CakeView reads .cak files directly from this root. New mod CAKs baked by CakeView are placed in:
...\Steam\steamapps\common\WWE 2K26\Mods\
CakeView loads the entire game folder at once — you do not need to know which individual .cak file contains what. Point it at your game root and it presents everything in a unified tree.
.cak files at oncebody_l_arm, body_chest) across the entire game — no manual hunting through individual CAKsAlways extract to a separate folder outside the game directory — keeps originals clean and gives you a clear working space.
D:\WWE2K26-Mods\extracts\. Never edit files directly inside the game directory.Two options:
You will get: .dds texture files, design.mskinfo, and material entries in your chosen output location.
Look for files named like:
body_l_arm_01.dds
body_chest_01.dds
body_back_01.dds
Open each DDS in Photoshop. Tattoo present = usable slot. Blank skin = skip.
Keep all visible pixels inside these boxes. Everything outside must be fully transparent.
| Region | X Range (px) | Y Range (px) | Notes |
|---|---|---|---|
| Left Arm (full sleeve) | 2600 – 3400 | 900 – 3300 | Tapers toward wrist |
| Left Chest (upper pec) | 1800 – 2550 | 900 – 1600 | Angle inward 3–5°, stop 150 px from sternum seam |
| Upper Back (left scapula) | 1900 – 2600 | 300 – 900 | Keep left of spine seam |
Use this value for red accents:
RGB: 175 / 28 / 28
This makes ink look embedded in skin rather than pasted on top.
| Tool | Method | Notes |
|---|---|---|
| Intel Texture Works (Photoshop) | File → Save As → DDS | Preferred — handles BC7 + alpha correctly. Do not run alongside NVIDIA plugin. |
| NVIDIA Texture Tools (Photoshop) | File → Save As → DDS | Alternate. Disable Intel plugin first to avoid load errors. |
| AMD Compressonator | File → New Project → Add TIF → Process | Good for batch. Source must be TIF, not PSD. |
In your extracted folder, replace the original DDS with your file. Keep the filename identical.
design.mskinfoTribute 26 — BakeMe layout (standard character & attire mods):
Drop your mod into the Tribute BakeMe folder structure and let Tribute handle baking:
CakeView manual bake (tattoo / texture mods without Tribute):
body_diffuse and export the body diffuse DDS to your extracts folderuv_ref_4096.png — this is your alignment layeruv_ref_4096.png at 30–40% opacity — lock it| Area | X | Y | Notes |
|---|---|---|---|
| Canvas region | 2600 – 3400 | 900 – 3300 | Full sleeve |
| Focal element | Upper third | 900 – 1600 | Skull / main motif at shoulder |
| Taper direction | Downward | → Y: 3300 | Forearm narrows naturally |
| Area | X | Y | Notes |
|---|---|---|---|
| Canvas region | 1800 – 2550 | 900 – 1600 | Left chest |
| Focal element | Centre | 950 – 1400 | Cross / skull centrepiece |
| Inner edge limit | Stop at X: 2520 | — | 150–200 px before sternum seam |
| Angle | Inward 3–5° | — | Follows chest muscle curve |
| Area | X | Y | Notes |
|---|---|---|---|
| Canvas region | 1900 – 2600 | 300 – 900 | Left scapula |
| Focal element | Upper area | 300 – 550 | Shield / symbol at shoulder blade |
| Flow direction | Slight vertical | → Y: 900 | Chains / runes downward |
File naming:
body_l_arm_01.dds ← clean version
body_l_arm_02.dds ← damaged version
design.mskinfo style for bothConcept: two material entries both point to the same body region — one for clean base, one for damage overlay.
body_l_arm_01.dds (clean base)body_l_arm_02.dds (damage overlay)design.mskinfo for each entryThis is how you add a new tattoo on top of existing ones without replacing anything.
CakeView loads the entire game folder at once — you do not need to know which individual .cak file contains what. Point it at your game root and it presents everything in a unified tree.
.cak files at oncebody_l_arm, body_chest) across the entire game — no manual hunting through individual CAKsAlways extract to a separate folder outside the game directory — keeps originals clean and gives you a clear working space.
D:\WWE2K26-Mods\extracts\ Never edit files directly inside the game directory.Two options:
You will get: .dds texture files, design.mskinfo, and material entries in your chosen output location.
Find a material entry referencing: a DDS texture file, a design.mskinfo, and a shader / material type.
Copy the complete working block. This gives you a proven configuration — do not start from scratch.
body_custom_01.dds
design_custom_01.mskinfo ← copy of a known-good mask
body_custom_01.ddsdesign_custom_01.mskinfoFor best results, use the AI Tattoo System at the top of this page. The prompts below are kept as quick legacy examples, but the master prompt and request builder now produce better WWE 2K-ready results.
- Fully transparent background (no white, no glow, no halo)
- Clean, sharp alpha edges suitable for DDS conversion
- Black and grey tattoo style with subtle dark red accents (non-glowing)
- High contrast: dark foreground, lighter background fill elements
- No empty space inside the design (fully filled composition)
- No blur, no soft haze, no background artifacts
- Designed as a flat texture, NOT on a body
- 4096x4096 resolution
- Bold linework, no overly fine details
UV target: X 2600–3400, Y 900–3300 · Vertical composition, shoulder to wrist
Create a 4096x4096 high-resolution tattoo texture with a fully transparent
background (clean alpha, no white edges, no glow).
Design a full left arm sleeve tattoo in a dark gothic style.
Composition:
- Vertical layout flowing from shoulder (top) to wrist (bottom)
- A large detailed skull in the upper third (shoulder / deltoid area)
- Surrounding gothic tribal patterns, chains, and dark ornamental shapes
- Background fully filled with lighter grey elements (skulls, runes,
filigree) — no empty space
Style:
- Black and grey realism tattoo
- Bold, thick lines with high contrast
- Subtle dark red accents in cracks, eyes, or symbols (non-glowing)
Technical:
- Clean edges with proper transparency
- No soft blur or haze
- Optimized for UV wrapping on a cylindrical arm surface
- Design tapers slightly toward the bottom
UV target: X 1800–2550, Y 900–1600 · Wide horizontal composition
Create a 4096x4096 high-resolution tattoo texture with a fully transparent
background (clean alpha, no white edges, no glow).
Design a full upper chest tattoo spanning shoulder to shoulder.
Composition:
- Wide horizontal layout
- Large central gothic cross with intricate detail and a dark red gemstone
in the centre
- Symmetrical extension outward across both sides
- Supporting elements: skulls, gothic architecture, chains, ornamental
patterns — no empty areas
Style:
- Black and grey tattoo realism
- Strong central focal point, supporting elements lighter in tone
- Dark red accents only in the gemstone and minor details
Technical:
- Clean alpha edges, no background artifacts
- Slight inward curvature to match chest anatomy
UV target: X 1900–2600, Y 300–900 · Slight vertical orientation
Create a 4096x4096 high-resolution tattoo texture with a fully transparent
background (clean alpha, no white edges, no glow).
Design a left upper back tattoo extending from the shoulder to mid-back.
Composition:
- Slight vertical orientation
- Main focal element near upper shoulder (gothic symbol, skull, or shield)
- Flowing downward with chains, runic patterns, dark ornamental elements
- Background filled with lighter grey Viking / gothic textures (skulls,
swords, runes)
Style:
- Black and grey realism, slightly darker and simpler than the chest tattoo
- Subtle dark red accents used sparingly
- Strong silhouette for visibility under arena lighting
Technical:
- Clean transparency, no blur or haze
- Designed to sit on left scapula area
- Balanced density — not overcrowded
| Issue | Cause | Fix |
|---|---|---|
| Tattoo appears shiny / black | MTLS/material file not regenerated after bake | Open CakeView Material Editor → open basemodel.mtls → Save. Repeat for attire.mtls. This regenerates the file and clears the shiny bug. |
| Tattoo appears shiny | Bad or missing mask file | Swap in a known-good design.mskinfo from a tattooed superstar CAK |
| Tattoo glows | Wrong material flags | Replace the mask file with a matte variant |
| Tattoo is stretched | Artwork outside UV region | Reposition DDS content within the correct UV box |
| Tattoo appears everywhere | Wrong DDS slot selected | Re-run the solid-color test (Step 5) on a different file |
| Edges look cut out / halo | Hard alpha edge | Contract 1 px + Feather 0.3–0.5 px on the alpha channel |
| Flicker between layers | Z-fighting from stacked materials | Bake into one DDS, or lighten the top layer slightly |
| Mods not loading in-game | CakeHook not placed correctly | Ensure both dinput.dll and CakeHook.dll are in the WWE 2K26 root directory, not a subfolder |
| Character mod crashes game | Incorrect bake or MTLS issue | Rebuild MTLS via CakeView Material Editor. Try Tribute 26 Manual Method instead of Easy Wizard for more control. |
| DDS loads with display error | Multiple DDS plugins active | Disable one plugin. Intel Texture Works and NVIDIA plugin cannot run simultaneously in Photoshop. |
design.mskinfo — never start from a broken oneTribute 26\BakeMe\characters\ folder. CakeView bakes output to Mods\.basemodel.mtls + attire.mtls in CakeView Material Editor.