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A Skin is a weapon texture your server applies by name. It is marked FiveM because it only works on a FiveM server: skins always go in game through rageon-bridge, never as a replaced file.

Create a skin

1

Pick the weapon

In New edit, select Skin, search for a weapon such as w_pi_pistol, click it, and click Continue. If the project already has a skin for this weapon texture, Rageon reopens it and skips the naming step.
2

Name the skin

Skin name asks for an Id, the name your server calls it by. Rageon suggests one from the weapon name. Typing lowercases the id and turns spaces into _. Click Create.
Skin name dialog with the Id field and the weapon name

The Skin name dialog.

3

Paint on the stage

The stage shows the weapon’s own texture with the game pixels underneath. Add layers (Layers and tools). Text layers on a skin can use live variables such as {ammo}; click the ? button for the list. Imported GIFs animate on skins.
Skin open on the pistol with a text layer and the weapon in the 3D preview

A skin with a text layer using {ammo}.

Double-click the id in the header to rename it later. There is no File | In game switch on skins.

Use it in game

Export writes skins.json and a skins/<id>/ folder containing art.webp for a still skin or frame_*.webp for animation, plus player.html. Keep these files together in the exported resource. Install rageon-bridge on the server (Settings › Bridge) and start it before your resource: ensure rageon-bridge. Players apply a skin with /skin, /skin <id>, and /skin off, or from a script:
The swap is global on the client: every weapon of that model shows the skin, only one skin is active at a time, and the art is mirrored across the weapon’s two sides.

Troubleshooting

Type an id in the Id field.
Shorten the id.
Remove other characters from the id.
Choose a different id.
Double-click the name on one of the cards and rename it.
Update rageon-bridge on the server in Settings › Bridge.