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Texturing is the project tool for changing how game models look. You paint layers over the original texture, watch the model wear them in 3D, and export the result as a resource. Your GTA V installation stays unchanged; export creates the files you install in game. Create or open a project first (Projects overview). Texturing is the selected row under Tools.
Texturing home with Nothing modified yet and the New texture button

A new project with no edits yet.

Start an edit

1

Click New texture

New edit opens. The same button, New, sits at the start of the gallery strip under the stage once you are editing.
2

Pick an Edit type

Choose a type from the table below. New tattoo and New patch create blank edits immediately; the other choices use Continue.
New edit dialog with the Edit type rail

The edit types, grouped under Textures, Character, Vehicles, Clothing, Weapons, and HUD.

3

Choose what to edit and click Continue

Follow the linked page for your type. Livery opens New livery after Continue; a new Skin asks for its id.
4

Work on the stage

For a new Model texture edit, the stage shows the game texture, a 3D preview when available, and an empty Layers tab. Other types start differently: Tints opens the color palette, and new liveries, tattoos, and patches start transparent. Click Back to project textures when you are done.
Editor with the 2D texture stage, the Adder in 3D, and an empty Layers tab

An edit open: 2D texture stage, 3D preview, and the Layers tab.

Edit types

When you open New edit from the Assets tab, the rail lists only the types that asset allows, and the asset is fixed. From the Map tab it opens on Map model, with the model you selected. A texture you clicked arrives already picked. Every edit in the project is a card under Project textures. Click a card to open it. The thumbnail shows the model wearing your layers as the 3D preview last showed them; before that, it shows only your layers over a checker.
Gallery with three cards: adder_badges, police3_livery1 tagged LIVERY, and w_pi_pistol tagged SKIN

A model texture, a livery, and a weapon skin in one project.

Double-click the name of a skin or in-game card to rename its id. A warning on a card means another skin or swap in the project uses the same id, and the export refuses until you rename one.
The trash button on a card removes the edit from the project without asking. Press Ctrl+Z to bring it back.

Emergency vehicles from your project

Emergency vehicles you built in the project are pinned to the top of the vehicle list in New edit, under In this project, with the project’s own thumbnail. This applies to Livery and to Model texture on a vehicle.
New edit on Livery with police, fbi, police3, and sheriff marked In this project

Project vehicles at the top of the Livery list.

When you edit a texture or livery of one of those cars, the 3D preview shows it assembled as the project’s vehicle: parts and extras on the model, color and light bars on the stage. The plate is not part of this preview.
Editor showing a project emergency vehicle assembled in the 3D preview

A project vehicle dressed on the stage while you paint its livery.

Export and test

From the gallery, click Export in the project bar. While editing, open the project menu in the header and choose Export, or press Ctrl+E to reuse the last destination. The steps are in Export a project. Replacement files keep their original names; new liveries, variants, decorations, skins, and swaps produce their own outputs. Skins and in-game swaps need rageon-bridge installed on the server and started before your resource. See Hot reload for changes on a running server.

Limits and plans

The number of textures a project can hold depends on your plan. Adding a new edit past the limit is refused, including a new tattoo or a skin. Changing an edit that already exists is not counted. See rageon.dev/pricing.

Troubleshooting

Remove an edit you no longer need, or choose a plan with a higher limit.
Sign out, sign back in, and try again.
Open an edit and add at least one layer. A face overlay with Base set to Clean can also export without layers.
Make sure at least one layer contributes visible pixels. Show a hidden layer or add artwork, then export again.
The source texture changed after the edit was created. Export used the current game texture under your layers. Inspect the exported result before using it.
The original texture could not be opened. Choose another texture.