ROWEMOD STUDIO / PLAY + CREATE

Make it
yours.

Wear community creations, repaint your favorite clothes, or make something new. RoweMod Studio is your mod library, wardrobe and creator.

Windows x64 · v0.2.120 beta · Compact Studio interface · Faster libraries · Cancellable profile reads · Automatic updates

Keep Studio open on both PCs to download missing characters from your Steam match. Verified packs can load during play and are cached for later joins. Local live mounting passed; the complete two-PC visual test is still pending.

FIRST SUPPORTED GAME

Hood Warfare 2.

View clothing repository

My characters · My clothes · Downloads · Create · Settings. Classic players and installed custom characters appear together; garments stay in their own library.

Separate custom characters and editable clothing. Keep the classic players available, and make your creation usable on both teams.

Make a character

Open your saved draft or create a fresh MetaHuman. Edit the face, body and hair in Creator, save, then return to Studio and choose Build & launch game.

Build an outfit

Choose a player in My characters, then choose an outfit. Outfits are fitted to one selected character. New shapes need fitting and weights in Blender; sharing MetaHuman bone names does not automatically fit every body.

Bring it into game

Studio automatically prepares your saved MetaHuman on the game rig, binds compatible Creator hair, fits the starter outfit and builds the character. Blender runs in the background; no manual FBX export or part import is needed.

Just editing Tyreese, DeShawn or Darnell? Open My characters → player → Edit this game character. Texture and mesh edits keep that player's identity. No new MetaHuman character is required.

Prepared player downloads do not need Unreal, Blender, Epic or mapping capture. Creating meshes and textures needs creator tools; making MetaHumans adds optional Epic Creator data. No RoweMod extension or C++ build is required. Support currently targets the verified Hood Warfare 2 game build. Two-PC multiplayer testing remains pending.

DOWNLOAD → CHOOSE YOUR PATH

Start here.

  1. 01 · Open Studio

    Extract the entire ZIP into a writable folder, then double-click RoweMod Studio.cmd. First launch asks whether you want to play mods or create them. Then choose a task card; Studio keeps the selected wearer and item visible with one next action per step. No .NET SDK is needed.

  2. 02 · Play mods

    Choose Set up for playing. Studio finds your complete Steam installation and prepares its cosmetic loader. Normal Steam updates do not require manual approval. Clothing format and body-fit checks remain automatic. Close a running game when asked. This path skips Epic, Blender, Unreal and game extraction.

  3. 03 · Create mods

    Choose Set up for creating when you want to edit. The guided checklist finds tools, helps open missing official installers, captures mappings once and prepares the cooker. Complete vendor sign-in and installer prompts yourself, then return for a recheck.

For faces, bodies and hair, choose Settings → Set up MetaHuman Creator. The guide leads you through Creator Core Data in Epic's engine Options, then rechecks when you return. You complete Epic sign-in and installer prompts yourself. Unreal 5.8.3 and Blender remain required tools for automatic character builds. Choose Use clothing tools for now to skip optional character editing. The Creator opening fix from 0.2.83 is retained; Skin Details remains paused.

Version 0.2.89 prepares MetaHumans in a short private build folder so deep Downloads or OneDrive installation paths do not make generated texture paths exceed Unreal's limit. Update, reopen Studio, then retry Build & launch game on the same saved character. You do not need to move Studio, characters or artwork. Verified older builds remain reusable.

Settings → Use less memory in MetaHuman Creator stays enabled by default. It releases unused Studio work buffers and starts a lighter Creator preview without restoring unrelated tabs. Original artwork and game-build quality stay preserved. If opening still fails, press Send to Rowe after the failure: reports include that Creator session's outcome and redacted Unreal log tail. This does not bypass Unreal's memory checks; recovery on another PC still needs testing.

An SSD is recommended. Plan around 150 GB free for the full character workflow; this is RoweMod's estimate, not Epic's download size or a clothing-tools requirement. Read actual component sizes in Epic Options. Epic recommends 32 GB RAM, 8 GB VRAM and 16 physical high-performance CPU cores for MetaHuman; these are recommendations, not automatic installation blocks.

Studio checks for updates automatically when enabled, or use Settings → Check for updates. When you finish, close Studio, Hood Warfare 2 and Unreal; Studio installs the verified update with your creations and settings preserved. Versions before 0.2.70, and 0.2.77–0.2.81 installs whose old updater rejects their existing inventory, need one full-ZIP manual update. Keep the old workspace and artwork.

A freshly built MetaHuman with hair and a fitted outfit was checked in the animated game character-selection preview. Check movement and deformation in a match before confirming your character. Full-match testing of the new character and independent friend-PC testing remain outstanding.

Need help? Press Send to Rowe in Studio. Diagnostic logs are collected and sent privately; the button turns green only after receipt. No ZIP or attachments needed. Reports exclude artwork and models, redact common credentials and personal paths, and expire after 30 days.

Version 0.2.120 brings compact rows and a consistent orange-and-charcoal interface throughout Studio. Large libraries keep only visible rows active; refreshes preserve selection, scroll and keyboard focus. Profile review, wardrobe discovery and creator wearer selection load in cancellable background tasks, with navigation available while reading. Local layout, cancellation, recovery, clothing and artwork-preservation checks passed. In one generated 300-character fixture, initial library readiness improved from 36.7 seconds to 0.75 seconds; this is a local UI measurement, not a game-FPS guarantee. Physical display and two-PC gameplay acceptance remain separate checks.

The clothing customization repair from 0.2.117 remains included: supported clothing slots use separate garment materials and textures. Keep your edited Base color enabled; unchanged surface maps stay with the item. Explicit Roughness, ORM and RMA layouts carry through shared gear. Recipient clothing and two-PC gameplay tests are still pending.

Version 0.2.105 fixes automatic custom hair disappearing during camera rotations by adjusting the head and hair render bounds. Cameron's braids passed the previously failing camera test in a local match, with 44 focused code checks also passing. One's earlier character-build repair was confirmed after updating; this new hair fix still needs his independent test. Two-PC multiplayer acceptance remains pending. Update Studio and restart the game; existing prepared characters do not need rebuilding. Outfits are fitted to one character in Blender. Universal clothing and in-game clothing switching are retired.

FBX + TEXTURES → PAINT → IMPORT

Paint in Substance.

  1. 01 · Export the item

    Choose Create → Edit textures → starter → item → Export model & textures. Studio opens a folder with the garment FBX in Mesh, its PNGs in Textures, and a short Painter guide. Saved character items are also available.

  2. 02 · Paint the matching mesh

    In Substance Painter, create a project with that FBX and keep its UVs. Use DirectX normals. Import the matching Base and Normal PNGs into a fill layer, then paint above it. Export separate Base Color and Normal DirectX PNGs.

  3. 03 · Bring the textures back

    Open that same item project in Studio: Artwork → Import texture set. Choose the matching material and images, keep the original game Mask, then Use saved artwork & continue → Build & launch game. Check it in a match, then confirm Looks good in game in Studio. Repainting does not need a new character or rigging. Studio's built-in paint tool is also available. Base color is shown first; optional Normal and Mask maps are under Advanced.

Open a character's Clothes page to see its saved outfit. Choose Make clothes → Edit in Blender. Each clothing item keeps its own working file. Follow the in-file ROWE instructions and checklist, save and close Blender, then Build & launch reads the saved changes automatically. No separate FBX export or import picker is required. Refresh clothing pictures while the game is closed. Fit and weight new meshes to this character in its one-rig Blender outfit kit. Green bodies stay out of game imports. Shared automatic fitting is retired; saved source files stay preserved.

Missing a texture file? Import the matching image into that same item. PNG, JPEG, TGA, TIFF, BMP and WebP are supported; Studio saves its own PNG copy. Studio preserves an existing starting texture; if none survives, the image you choose becomes the new starting texture. Other maps stay as saved.

Step-by-step Painter guide

HOOD WARFARE 2 / CURATED DOWNLOADS

Fresh fits.

Share your gear / Request creator access

Ready-to-play mods only. Subscribe in Studio, choose a compatible character and play. No creator tools or file conversion needed.

Each outfit is prepared for its named character. Check the listed body before downloading; clothes do not automatically resize to other characters.

Ready-to-play gear is on the way.

No ready-to-play mods are published yet. Your installed clothes and saved artwork remain available in Studio.

Become a creator

SUBSCRIBE → WARDROBE → PLAY

Wear your new outfit.

  1. 01 · Subscribe

    Open Downloads → choose a mod → Subscribe. Studio downloads and verifies the prepared game files. No Unreal, Blender or building step is required for these downloads.

  2. 02 · Choose your outfit

    Use My characters → wearer → Choose an outfit to select compatible clothes. Check the item's body and fit information first; a shared rig does not guarantee that clothing fits every body.

  3. 03 · Play

    Choose Play with outfit. The wardrobe shows category buttons and compatible garment cards. Select that wearer in the game.

To share clothing, choose My clothes → your garment → Submit to gallery, then sign in with Google and connect Studio. Rowe approves posting access separately. Review the garment and automatic preview, confirm twice and send. No file hunting is needed; gear appears after Rowe reviews it.