This tutorial teaches you how to create your own first remodeled custom skin. This is an updated version of my first full skin creation process from August 2018.
If you encounter any issues with this tutorial or you don’t understand part of it, you can ask for help on the Killerskins-Discord server
or you can contact me directly: Yoru#1006
Table of Contents
This Tutorial will teach you how to make a full, basic custom skin for League of Legends.
It does not include any particle editing etc.
In order to follow this tutorial you must understand and be able to follow the following tutorials:
- LCS-Manager to run mods
- Obsidian to extract LoL files
- 3D editing: Maya 2018 (either apply for a student license or use THIS VIDEO TUTORIAL to get a free trial) + RiotFileTranslator Plug-In for the whole process
- 2D editing: Best option: Photoshop + .dds Plug-in: NVIDIA Texture Tools : Download / Intel Texture Works: Download (Option 2)
- 2D editing: If you don’t have Photoshop: Gimp
- .skl update tool to fix outdated export .skl by Maya
- Optional: Wooxy if Maya doesn’t load your .skn
- Optional: UV-helper by Marcius922 to easily align your UVs into the 4 corners/ Extract in:
- Optional: Waifu2x to heavily denoise and or scale up images
- Optional: Ultimate Unwrap 3D Pro + League of Legends third party plug-in to preview animations outside the game
IMPORTANT NOTE: The .env file is not fully correct in this video! If you do it like this you cannot load weighted models!
It is missing the \others in the path for scripts.
This is how it has to look (depends on your placement ofc, just the paths in red have to be the same):
MAYA_PLUG_IN_PATH = D:\Dokumente\Maya plugins\Maya 2018\bin\plug-ins
MAYA_SCRIPT_PATH = D:\Dokumente\Maya plugins\Maya 2018\scripts\others
XBMLANGPATH = D:\Dokumente\Maya plugins\Maya 2018\icons
NOTE: If you already have a finished model and texture made yourself or from another source, you can skip until 00:19:22 and parts between 00:19:22 and 00:28:11.
Make a basic concept of what you want to do and gather all the files you need beforehand:
I always get the folder of the champion base skin and all of the .skn and .dds files of the models I want to use.
It’s also handy to have the full Champion.wad.client path already laid out so you don’t have to recreate it for every single mod, instead just have to change the .wad.client name, champion name and the possible skin number.
What champion to start with
It’s good to always save work-in-progress files, as Maya tends to crash rather often and you can make quite a lot of mistakes along the way which can “kill” the skin.