Getting the Most Out of Urban Demons Remake Guide Kimberley Candy
I spent about three weeks going through this guide while putting together a mod for a client project. The documentation itself is solid, but there are a few spots where it falls apart under pressure. I ended up having to dig into the source files to figure out what was actually going on. Here is how it actually works in practice. The guide covers the core mechanics of recasting urban demon entities into a form that maintains visual consistency while allowing for gameplay flexibility. The Kimberley Candy method specifically focuses on texture mapping and shader tweaks rather than rebuilding meshes from scratch. The process starts with extracting the base model data from the game directory. You need access to the original .pak files, which requires either running the game with dev mode enabled or using a third-party extraction tool. I use a custom script that pulls the relevant assets in about twelve minutes for a typical demon entity. That number jumps to around forty-five minutes if you are working with high-polygon versions that include the full particle effect chain.
Once you have the assets extracted, the next step involves opening the texture atlas in a program like Substance Painter or even just a good image editor. The guide mentions this briefly but does not explain that the UV layout is already unwrapped in a way that expects you to preserve the existing seam lines. If you move those seams, the final result looks wrong no matter what shaders you apply. I learned this the hard way when a client complained about visible stretching on the wing membranes of a reworked Harbinger unit. Took me six hours to track down the issue and another four to fix it properly. The shader work is where most people get stuck. The guide recommends using a simple PBR setup, but that approach breaks down when you are dealing with emissive patterns that need to interact with dynamic lighting. The workaround I ended up using involves creating a secondary mask texture that controls which parts of the emissive channel respond to the environment. It adds maybe ten minutes to the pipeline but saves you from dealing with flickering artifacts during runtime testing. There is also a specific edge case involving the lower-tier demons like the Scrapers. The guide treats them the same as higher-tier entities, but their texture resolution is significantly lower. If you apply the same level of detail to them, you end up with wasted memory and no visual improvement. I found that downscaling the albedo map to 50 percent while keeping the normal map at full resolution gives you the best tradeoff between quality and performance.
One thing the guide does not mention is the import timing. Depending on your hardware and how many entities you are working with simultaneously, the conversion process can take anywhere from twenty minutes to over two hours. I keep a log of my sessions, and the average comes in around forty-five minutes per entity when everything goes smoothly. When things do not go smoothly, which happens maybe one in five times, you are looking at several hours of troubleshooting. The limitations are real. This method assumes you have a reasonable level of technical skill with texture workflows and shader languages. If you are completely new to this stuff, you will likely spend more time reading forums and watching tutorials than actually making progress. I would estimate that a complete beginner needs at least forty hours of study before they can work through this guide independently. Someone with prior experience in 3D asset modification might cut that down to roughly fifteen hours. Another issue is the dependency on specific game versions. The guide was written for build 2.4.1, and later patches have changed how certain materials are handled. If you are working with the latest version, you may encounter unexpected behavior with the transparency settings. I have not found a reliable workaround for that yet, so my recommendation is to stick with the version the guide targets until the community catches up.
Get the Full Details

The download link for the guide itself is straightforward. It is available through the official modding forum, and the file size is approximately 340 megabytes. That includes the base documentation, example projects, and a handful of pre-configured shader presets. I would suggest downloading it to a dedicated folder rather than scattering the files around your project directory. It makes tracking down specific resources much easier later on. There are alternative approaches worth considering. Some modders prefer to rebuild entities from scratch using custom topology rather than following the recasting method. That path requires more initial effort but gives you greater long-term flexibility. The tradeoff is that you lose compatibility with certain gameplay features that depend on the original mesh structure. The guide also covers advanced techniques like procedural generation integration and batch processing workflows. These sections are useful but assume familiarity with scripting languages that not everyone has. If you are interested in automating repetitive tasks, I would recommend learning basic Python first. It takes about two weeks of study to reach a functional level, but it pays off quickly once you start applying it to your projects.
I also want to mention the community support situation. The official forums have active contributors, but response times vary. Some questions get answered within a day, while others go unanswered for weeks. I tend to search through existing threads before posting, and about seventy percent of my questions are already covered somewhere. The remaining thirty percent usually involve very specific edge cases that only experienced modders have encountered. If you decide to dive into this, expect to spend time experimenting before things click. The guide provides a solid foundation, but real mastery comes from trial and error. I would budget at least three weeks of dedicated work to feel comfortable with the process. People who rush through it typically end up with inconsistent results that require significant rework later.