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Aurora Forge v1.5.0 → v1.5.6 Update Recap

by VikingStudios

Aurora Forge has had a big run of updates from v1.5.0 to v1.5.6, moving it closer to a full WWE 2K PC modding workflow companion instead of just a prompt builder.

What’s new since v1.5.0

v1.5.0 — Four New Studios Activated

Four roadmap sections became real starter workflows:

Gear / Attire Studio

Logo / Emblem Studio

Championship Belt Studio

Entrance Gear Studio

Each one now supports project setup, prompt generation, project briefs, checklists, JSON export, and handoff ZIP export.

v1.5.1 — Roadmap + Material / Fabric Studio

Added the in-app roadmap from v1.5.0 to v1.6.0 and activated the Material / Fabric Studio.

This added planning support for:

leather

spandex / lycra

mesh

denim

satin

velvet

rubber

carbon fiber

brushed metal

embroidery / patch materials

v1.5.2 — Normal / Shader Helper

Activated the Normal / Shader Helper workflow.

This helps plan support-map details like:

normal map notes

shader mask planning

metallic / roughness guidance

raised stitching

embroidery depth

embossed logos

leather grain

fabric weave

wear and damage depth

v1.5.3 — Multi Mask Profile Support

The Luchador Mask Studio now supports multiple mask layout families instead of treating every mask like the same item.

Current profile families include:

generic_hood_wrap_v1 cutout_luchador_mask_v1

This was added after testing an actual in-game luchador mask texture and confirming that some masks use a flat UV / cutout layout instead of the continuous hood-wrap layout.

v1.5.4 — Modding Framework + Toolchain Guide

Added a full Modding Framework page explaining how Aurora Forge fits into the bigger WWE 2K PC modding workflow.

It now covers:

Tribute

CakeView

CakeHook

Blender

PWM Blender Addon

Quick Port

Photoshop

DDS conversion

baking

in-game testing

Aurora Forge is now framed as the planning, prompt, profile, checklist, and handoff layer beside the actual modding tools.

v1.5.5 — Face Texture Tutorials

Started the dedicated tutorial system with the Face Texture Tutorial.

This covers:

Original CAW Face workflow

face paint overlays

scars, bruising, dirt, blood, and damage overlays

output target selection

preview/source-map use

handoff packs

DDS prep

CakeView bake/test loop

common face texture mistakes

starter prompts

v1.5.6 — Face Calibration + In-Game Correction Workflow

Added a new workflow for testing and correcting face textures after an in-game test.

You can now:

upload the source face texture

upload the in-game result screenshot

compare them side by side

mark problems like brow placement, compression, skin tone mismatch, harsh stubble, or jaw/chin blending

generate correction notes

copy or download the correction brief

This is a big step toward making face texture testing more practical instead of guessing after every failed in-game test.

Current direction

Aurora Forge is now becoming a full workflow suite for:

CAW planning

face textures

original face creation

luchador masks

tattoos

gear

logos

belts

entrance gear

materials

shader/normal support

modding toolchain guidance

in-game correction workflows

The goal is to make WWE 2K PC texture and CAW modding more organized, repeatable, and easier to continue between Aurora Forge, ChatGPT, Photoshop, DDS conversion, CakeView, Tribute, Blender, and in-game testing.

Aurora Forge v1.5.6 is the strongest version so far, and it sets up the next stage toward v1.6.0 — Creator Suite Beta.

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