> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Texturing

> Change textures, liveries, clothing, tattoos, weapon skins, and the minimap of game models inside a project.

**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](/projects/export.md) creates the files you install in game.

Create or open a project first ([Projects overview](/projects/overview.md)). **Texturing** is the selected row under **Tools**.

![Texturing home with Nothing modified yet and the New texture button](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-gallery-empty.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=bcf938a37f35ae6d0f38abaec0745e07)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-new-edit-types.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=949a454cba4f0c2a4fd94ad5c663de07)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-stage-overview.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=2ab6ef600223b1810ac848ee39494925)

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

## Edit types

| Edit type | Use it to | Page |
| - | - | - |
| **Model texture** | Repaint one texture of one model: vehicle, ped, weapon, clothing, or prop. | [Model and global textures](/projects/texturing/model-textures.md) |
| **Global texture** | Repaint a texture inside a shared `.ytd` dictionary. | [Model and global textures](/projects/texturing/model-textures.md) |
| **Tattoo and patch** | Create a tattoo or patch, or repaint one from the game. | [Tattoos, patches, and face overlays](/projects/texturing/tattoos-and-overlays.md) |
| **Face overlay** | Repaint a head overlay such as a beard. | [Tattoos, patches, and face overlays](/projects/texturing/tattoos-and-overlays.md) |
| **Livery** | Add a new livery to a vehicle. | [Liveries](/projects/texturing/liveries.md) |
| **License plate** | Repaint a plate style background or normal map. | [License plates](/projects/texturing/license-plates.md) |
| **Variant** | Create a new coloring of a clothing piece. | [Clothing variants](/projects/texturing/clothing-variants.md) |
| **Skin** | Create a weapon skin for FiveM. | [Weapon skins](/projects/texturing/skins.md) |
| **Tints** | Edit a weapon's color palette. | [Weapon tints](/projects/texturing/tints.md) |
| **Minimap** | Edit the pause menu map and the radar as one image. | [Minimap](/projects/texturing/minimap.md) |

When you open **New edit** from the [Assets](/assets/send-to-project.md) 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.

## The gallery

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-gallery-cards.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=0122bee79873cf42fee26028dfabf25a)

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

| Card mark | Meaning |
| - | - |
| **skin** | A weapon skin. |
| **FiveM** | The edit reaches the game through `rageon-bridge`, so it only works on a FiveM server. |
| **livery**, **variant** | A new livery or a new clothing coloring. |
| **global** | A texture in a shared dictionary. |
| **overlay**, **patch** | A face overlay or a patch. |
| **empty** | The edit has no layers yet. A face overlay with **Base** set to **Clean** still exports without layers; other empty edits are skipped. |

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.

> [!WARNING]
>
> 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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-project-vehicle-pinned.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=16a1b097966af3707231cc557f44ff54)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/textures/texturing-project-vehicle-stage.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=ad7f791f7e1d1ec7ed0a4c5bd6c64baf)

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](/projects/export.md). 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](/projects/hot-reload.md) 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](https://rageon.dev/pricing).

## Troubleshooting

> **Your plan allows up to … textures per project.**
>
> Remove an edit you no longer need, or choose a plan with a higher limit.

> **Your session predates the plan limits. Sign in to your account again.**
>
> Sign out, sign back in, and try again.

> **The project has nothing to export: no texture with layers and no structure, prop or emergency vehicle with content.**
>
> Open an edit and add at least one layer. A face overlay with **Base** set to **Clean** can also export without layers.

> **No visible layer to export.**
>
> Make sure at least one layer contributes visible pixels. Show a hidden layer or add artwork, then export again.

> **The game texture changed since the edit: …**
>
> 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.

> **Could not read the texture: …**
>
> The original texture could not be opened. Choose another texture.


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.