The workspace (/app), a guide for users
Updated Oct 12, 2026 Open the tool
The workspace is the new home of the Zoov.dev tools, at zoov.dev/app. It is one screen: tools down the left, the open file in the middle, your file library on the right. On a screen under 1600px wide (most laptops) the library is folded in most tools so the open file gets the room: press the small arrow on the right edge to slide it out over the file, and click anywhere else or press Escape to put it away. The Designer, Sirens, Peds, Shells and Home keep it open. The file you drop decides which tool opens; dropped on Home, a file that several tools can open (a YFT can go to the Designer, Vehicle, UV map, Sirens, Preview, Optimize or the Converter) shows a card for each with a picture and a line of what that tool does with it, and the likeliest first, since 2026-10-03. Each tool has its own detailed doc (Optimize, the prop converter, the livery tool, the texture editor, AI images, the Code agent, the Photoshop plugin); this guide covers what is common to all of them, the Converter, and the questions people ask about the move from the old pages. The engineering notes for the workspace are internal and are not part of what Syntax reads.
Installing it as an app (since 2026-10-09). In Chrome or Edge, open the profile menu (your picture, top right) and choose Install app, then Install: Zoov.dev gets its own window with an icon in the taskbar or Start menu, no tabs and no address bar, so the tools have more room. It is the same site, always up to date, and you stay signed in. In Safari on a Mac the row says where it is: File › Add to Dock in Safari's menu bar. On an iPhone or iPad: Share › Add to Home Screen. Firefox cannot install sites, so the row is not there. The same Install app button is in the top bar of zoov.dev's own pages (the front page, Packs, Docs) and at the foot of the front page. The browser's own install icon at the right of the address bar does the same. zoov.dev/install is the link to share (in Discord, say): it has one Install button where the browser allows it, and the menu steps for Chrome, Edge, Safari, iPhone and Android otherwise. To remove it, open the app's menu (the three dots in its title bar) and choose Uninstall.
Getting in, and what happened to the old tools
The workspace went live on 2026-09-20: the old tool pages now send people to their workspace versions. It was released in three steps, and the owner can step back to an earlier one if something needs fixing, so all three are described:
- Closed preview:
/appsends visitors to the old tool pages (/app/propgoes to/create/prop,/appgoes to/workspace). Only people given a beta link get in. If someone says "/app just takes me to the old page", this is why; nothing is broken. - Staging: anyone with the link can use
/app. The old tools keep working exactly as before, and show a small invitation to try the new workspace. Subscribers also see "Try out the new workspace" on the homepage, which leads to/discover. - Live: the old tool pages redirect to their workspace versions. Nothing is deleted; the owner can switch back.
Sign-in is the same Discord sign-in as the rest of the site, and the same account, credits and plan. Nothing needs migrating. Since 2026-09-27 the workspace asks for it first: a visitor sees the tool under a card with Sign in with Discord (it comes back to the same tool), "Free account · 50 credits to start · every tool" and See plans; nothing in a tool can be pressed before that. The top bar's Sign in does the same. /app/plugin (the Photoshop plugin page) and /app/comp (the competition) are open in every step.
The front page changed with it: zoov.dev/ is now the workspace's landing page (what used to be at /discover, which now sends people to /). The old homepage is not deleted and returns if the owner steps back.
The tools in the workspace
For FiveM: Props (a GLB, OBJ or FBX to a YDR prop), Weapons (to a YDR with its meta files), Clothing (to a YDD), Designer (liveries and textures on YFT, YDD, YDR, YTD), Images (AI icons, logos, scenes), Tattoos, Sirens (carcols light sequences), UV map (a livery UV template for a YFT), Peds (any GTA V ped with clothing, GLB models or props put on it, fitted with handles and a lattice, checked in the game's animations and exported as a resource; beta, behind Tools; see the Peds tool doc), Vehicle (badges off, parts from the game's own mod kits on, baked into the body or written as a mod kit with options at the mod shop, or a lightbar on a YFT, beta, behind Tools with Remove badges, Add mods and Add lightbar listed under it; see the Vehicle tool doc), Shells (a housing interior drawn on a grid: rooms, doors, windows, stairs, up to four floors, painted with the game's own textures, with the spots a housing script reads, built into a YDR with collision, a YTYP and config snippets for ps-housing and qb-interior; beta, behind Tools; see the Shells tool doc), Chains (neck chains and pendants designed on the ped: nine link styles, lettering, shapes, drawings, traced pictures, the game's own chains, metals and stones as texture letters, written as a neck YDD into a pack; one conversion; beta, behind Tools; see the Chains tool doc), Preview (a PSD or PNG shown on a model, and pictures of a whole pack), Optimize, Converter, and Code (the Syntax coding agent for Lua and NUI). For Roblox: Liveries (ER:LC vehicles) and Clothing (shirts and pants), plus Images. The game is switched at the top of the left rail; it only changes which tools are listed. Roblox tools in the top bar's menu does the same switch in one press. Visitors who are not in the workspace yet can read about the Roblox tools at /roblox, a page like the front page whose buttons open the workspace with Roblox already chosen (since 2026-09-21; before that /roblox opened the workspace directly).
Every tool shows a way in before there is anything to work on (since 2026-09-28): a dashed box at the top of the left column where the file will sit (press it to choose a file, or drop the file on it) and the big target in the middle. In the Vehicle tool the left column also lists What to do (Remove badges, Add mods, Add lightbar): pick one and then the vehicle, and the tool opens on that job without asking. In Images, a picture dropped on the middle, or chosen with Refine an image, goes straight to Refine. In Code, a ZIP dropped on the middle opens New resource with it. In ER:LC Liveries and Roblox Clothing, a picture dropped on the middle becomes a reference for Generate.
Less-used tools sit behind Tools at the foot of the rail: rest the pointer on it or click it to open the list. A tool with more than one job lists them under its name (Vehicle: Remove badges, Add mods, Add lightbar), and picking a job opens the tool set on it. Assets is the file library as a full page; Home is where you start.
Asking Home what to use (since 2026-10-09). Home asks "What do you want to make?". Type it in your own words ("a police livery for my Charger", "a crate prop from a photo") or press one of the examples, and Syntax answers with the tool that does it and an Open button. For Props, Weapons, Clothing, Images, Tattoos, ER:LC Liveries and Roblox Clothing the tool opens with your description already in its prompt (or, when you are starting from a picture, on Generate's picture side), so you only check it and press Generate (nothing is spent until you do). The Open card says what that will cost you first, and when your balance is short. It knows the game picked at the top of the rail and answers in the language the workspace is shown in. It can also answer questions about your plan, your limits, a failed run or a payment, privately. You need to be signed in with Discord to ask. Questions are up to 1000 characters, and there is a limit: 15 an hour and 40 a day on the free plan, three times that on Standard, Pro and Max (one browser can ask up to 60 a day whichever account is signed in). If it ever says it is busy, it has reached its limit for everyone that day; try later or ask in Discord. When nothing on the site does what you ask (a drivable car from a picture, a ped from a photo, a map), it says so and points you to the closest thing it can do, with what that does differently. The conversation stays while the tab is open, also when you go into a tool and back; New conversation at the top right clears it. You can still drop a file anywhere on Home, or press Choose file. Answers come from AI and can be wrong; when a person is needed it says so and offers a ticket on Discord.
The rail is yours to arrange (since 2026-10-05). In Tools, hover a row and press its star to pin that tool to the rail; press it again to take it off. New pins go to the top. The rail holds up to 10 tools: pinning one more sends the bottom tool back into Tools, and the message that says so has an Undo. The pencil under Tools opens Sidebar: drag tools up and down (in the list or on the rail itself), press the minus (or the cross on a tile) to unpin, press a tool under In Tools to pin it, Most used fills the rail with the tools you open most in this browser, and Reset brings back the standard set. Right-click a tile for Unpin from sidebar and Edit sidebar. Home and Assets always stay at the top, and a tool that is not pinned is always in Tools. The arrangement is kept in the browser it was made in: another computer, another browser or a private window starts with the standard rail. On a short screen (a laptop) the pinned tools that do not fit wait at the top of Tools with their star filled, and come back on the rail when the window is taller.
The bell (since 2026-10-05), left of the avatar in the top bar, lists what is new: announcements (What's new, guides, competitions, sales) and things on your own account (pack and team invitations, referral rewards, refunds, prizes, a failed payment). The number is what is new since you last opened it; opening the bell clears it. See the Notifications doc for the details.
Steps: a walk-through in Props, Weapons and Clothing (since 2026-09-29)
Not sure what to do next? Press Steps at the top of the 3D stage (a list icon; on a narrow screen just the icon) or on the empty stage. A card opens in the middle of the stage and walks you from a model to the files, one step at a time. It is open when you first arrive. It is optional: close it with the X and the tool works as before, and it stays closed on this device until you press Steps again.
Clothing and Props make a new model from a GLB. To change the textures of a clothing or prop file you already have (a YDD or YDR), use the Designer: Edit YDD textures (Clothing) or Edit YDR textures (Props) under the Steps card opens it, and dropping the YDD or YDR on either tool opens it there too. Once a conversion is done, a card under the files, Paint chair.ydr with AI (since 2026-10-06), says what one AI texture run costs ("≈ 33 credits a run · your 50 free credits cover it") and Open in Designer takes the written file there; the UV map tool shows the same card, Paint sultan with AI · Design the livery, under Texture setup once the map is written, and it hands the written car to the Designer.
- Props: Model, Size, Textures, Export.
- Weapons: Model, Base (the weapon type and the game weapon it replaces), Fit (line it up with the see-through base weapon), Parts (magazine and suppressor), Textures, Export. Weapon types with no attachments skip Parts.
- Clothing: Model, Piece (prop or component, which piece, male or female ped), Fit, Textures, Export.
The first step is the way in: Upload a GLB, Search free models on Sketchfab, Generate one with AI (spends credits), or pick one from your Library (Props also offers Try a sample). Once a model is in, the card moves to the foot of the stage and the model is lifted so the card never covers it; the arrow folds it to one line. Continue moves on, Back goes back, and the numbered steps at the top jump straight to one. Show in panel opens the matching section of the left column and highlights it, for everything the card does not show (exact numbers, each material's textures, weapon stats).
In Parts, each attachment says Game's own until you make one: Pick parts opens the edit tools so you can select pieces of your weapon model and turn them into the magazine or suppressor, Upload takes a GLB for it. Leaving one alone is fine: the export uses the base game's own magazine or suppressor. Textures is skipped when your model already has a texture on every material. Export has the name, the files it will write and Convert; the finished files and the resource download appear under the card.
Your own reference in Props and Clothing (since 2026-09-30)
Both tools line your model up against something from the game: Props stands a person beside it for scale, Clothing shows the slot's base piece as a see-through ghost. The Reference field in the left column swaps in a file of your own.
- Props: Add YDR stands your
.ydrbeside the model in place of the person, in the same metres, so you can size a new prop against an existing one. The X goes back to the person. - Clothing: Add YDD takes up to four
.yddfiles (a custom body, your own base top) and shows them in place of the base piece. The Body button on the stage (the standing person icon) shows the ped behind them while you fit. For a component, Check skinning and the export borrow the weights of your files first, so clothes made for a different body are skinned from that body; the motion test then moves your body with the piece on it. Each file says Weights or No weights; one without weights is only shown.
The files stay in the panel when you open another model, and a project remembers them.
Stretching clothing where it does not fit: the lattice (since 2026-09-30)
In Clothing, Lattice on the stage toolbar (the grid icon beside Move, Turn and Size, or the L key) puts a box of dots around your model. Drag a dot to pull the piece in or out there; with Mirror on, the other side follows. Points (2, 3 or 4) and Reset shape are under Fit in the left column. The export and Check skinning use the shape you pulled. The Peds tool has the same lattice.
Sizing with the handles (improved 2026-09-29)
In Props the size handles are always on; in Weapons and Clothing press Size (S) in the toolbar or in the Fit step. Drag a corner cube to resize evenly, or a face ball to stretch along one side only. The handle now stays under your pointer from any angle. In Weapons, Clothing, the Peds tool and the Vehicle tool the opposite side stays where it is while you pull, like in a design app; in Props the model stays standing on the ground (the bottom holds, the sides grow evenly), so there is no ball under its floor. A face you are looking at straight on has no ball until you turn the view, because it could not be dragged from there. To type an exact size, use Longest side, Scale or Stretch in the left column.
Finding a tool, a conversion or a file (search, Ctrl+K)
Press Ctrl+K (Cmd+K on a Mac), or click Search in the top bar, from any workspace page. One box finds:
- a tool, by name or by what people call it ("livery", "eup", "els", "shrink");
- a conversion, typed the way you would say it: "png to ytd", "rpf", "rar", "obj to glb". Picking one opens the Converter already set to that output;
- a page: Plans, Credits, Buy credits, Plugin, Competition, API and servers (keys, linked FiveM servers, and on Max the automation API for optimizing files from scripts), Team, Profile, Guides;
- one of your files, once you are signed in and have typed two characters.
Arrow keys move, Enter opens, Esc closes. Picking a Roblox tool while FiveM is selected switches the game for you.
The Converter (/app/convert)
Drop any mix of files. Each file becomes a row with its own output, chosen for you and changeable from the row. All .png (or whatever the type is) copies one row's choice to every file of the same type. Convert runs everything; Download all gives one zip. Nothing the Converter makes is saved to your library; clicking a library file adds it as a row.
What it converts:
- Pictures: PNG, JPG, WebP, BMP and others to another picture format; pictures to a YTD texture dictionary; pictures to DDS.
- Models: OBJ, FBX, STL, PLY, DAE to GLB; a lighter GLB (fewer triangles); a model to a YDR or YDD drawable. A model headed for a YDR or YDD has a Scale button that opens it beside a reference ped so the size can be set by eye or typed.
- Game files: YDRs to a YTYP; several YDRs into one YDD, or a YDD split into YDRs; a YTD to pictures; YDR, YDD or YFT to CodeWalker XML, and XML back to a YFT; an RPF to its files.
- Mods: a downloaded GTA V mod (ZIP, RAR, 7z or a bare RPF) to a FiveM resource. See the next section.
Picture-format changes, model-to-GLB and lighter GLB run in your browser: they are free, unlimited, need no sign-in, and the file never leaves your computer. Everything else runs on the conversion server and needs a sign-in.
A downloaded mod to a FiveM resource
Drop the ZIP, RAR or 7z exactly as it came from the mod site (or a dlc.rpf). The row's output is FiveM resource. Review shows what was found before anything is built: each vehicle with Model, High detail, Textures and Handling ticked or crossed, each ped with Model, Skeleton, Variations and Textures, warnings as plain sentences, every file with where it will go, and the fxmanifest.lua that will be written. Switch off any file you do not want; set the resource name in the left panel; Build resource gives a zip to drop into your server's resources folder and ensure.
How it decides: the mod's own content.xml is trusted first (it declares each file's type), then the file names FiveM's documentation uses, then the file's contents. Only data_file types that FiveM documents are ever written. Files nothing claims (readmes, screenshots, installers) are left out and listed.
Warnings it gives, because these are what break a server: a vehicle named in vehicles.meta with no .yft (will not spawn), no _hi.yft (looks low detail up close), a texture dictionary that is missing (untextured), a handling id that handling.meta does not define. A vehicle model with no vehicles.meta at all is a replace mod: streamed as it is, it replaces the game vehicle of the same name for everyone on the server.
Peds with no data files. Many ped mods are just name.ydd, name.yft, name.ymt, name.ytd with a readme for a single-player tool. The Converter recognises the ped by opening the .yft (a ped skeleton, not a vehicle), streams the .ymt, and writes the missing peds.meta itself, from the game's own values for an ordinary pedestrian. Male or female is read from the readme; if nothing says, it is set to male with a warning, and the review has a Female / Male switch per ped. Spawn the ped by the file's name (for Mai.ydd, the model is Mai).
Limits: a password-protected RAR cannot be opened ("Unpack it and zip the folder instead"); an archive may hold up to 4,000 files and unpack to 1 GB; escrow-encrypted FiveM assets cannot be read by any tool. A loose vehicle or weapon with no meta files is streamed as a replace mod; writing the meta files for those is not built yet.
A showcase picture: front and back over your background (Preview, Render, Showcase)
Preview (/app/preview) has a Render tab with two parts, Showcase and Pack. Showcase is what the old Showcase page at /design/outfit made: one picture of the model on the stage, its front and back side by side, over your own background, for a store listing, a Tebex page or a Discord post. The old address opens it, and so does Ctrl+K, "showcase". Since 2026-09-24.
How: open the garment in the Model tab (or drop a YDD, GLB or PSD on the stage), put the texture on it the usual way (from Photoshop or Photopea, or a dropped PNG), then open Render, Showcase. The picture at the top is the result and redraws itself when anything changes. Download PNG saves it; the copy button puts it on the clipboard.
Settings: Views (Both, or Front only); Angle (Straight on, or As on stage: turn the model on the stage, then press the redraw arrow on the picture); Size (1920 × 1080, 1440 × 810, 1080 × 1080, 1080 × 1350); Model size (how much of the height the model fills); Gap (space between the two views). Background: a Picture (your brand frame; a picture the size of the output fits exactly, anything else is scaled to cover; Use template gives the old page's template), a Colour, or Clear (a transparent PNG). The background picture is remembered on this computer when it is under about 3 MB.
Different from the old page: the background is drawn exactly as your file, not lit or blurred in 3D, and the lighting of the garment is the Preview stage's own (the stage's settings menu). The old page's bloom and noise sliders are gone. The front and back are always the same size and stand on the same line.
Pictures of a whole pack (Preview, the Pack tab)
Preview (/app/preview) shows a model wearing a texture. Its Pack tab does that for a whole folder and hands back a picture of every one: what the old Pack Renderer at /design/catalog did. It is how a clothing pack's store pictures, a Tebex listing or a Discord catalogue get made without opening each garment by hand. Ctrl+K, "render a pack" opens it.
What goes in: drop a folder (or choose files) of models with their textures: .ydd clothing, .yft vehicles, .ydr props, or .glb/.obj/.fbx, with .ytd, .png, .jpg or .webp textures. Or open a DurtyClothTool or grzyClothTool project in the Model tab (Project) and choose Render the pack from its menu; the search and slot filters there decide which pieces go (it becomes "Render these 84").
How textures find their model: by the component and number in the name, so jbib_001_u.ydd takes jbib_diff_001_a_uni.ytd and jbib_diff_001_b_uni.ytd (a pack or ped prefix before a ^ is ignored). A prop takes the textures that start with its name (crate.ydr with crate.ytd, crate_red.png). A folder with one model gives it every texture. Textures nothing claimed are listed under "Unmatched textures". Normal and specular maps are skipped; a YTD gives one picture per diffuse texture inside it. A model with no textures is rendered as it is.
The pictures: PNG, 512, 1024 or 2048 on the long side; square, 4:5 or 16:9; transparent or on a colour; a margin slider; file names from a pattern ({model}_{texture}, also {n} and {angle}). Each model is framed to fill its picture. Angles (since 2026-10-05): switch on Auto (the side that shows the item: the back for bags on the hand slot, the front for everything else), Front, Three-quarter, Side, Back or As on stage (the camera as you turned it), several at once for several pictures of each texture. Offset turns and tilts them all: drag the small picture (Shift snaps to 15°), or use the arrow keys on it; Reset puts it back. Front is a freemode ped's front; a model that faces the other way shows so in that picture, so drag it round or take Back instead. Lighting and surface come from the stage's Renderer settings. Thumbnails appear as they finish (click one to save it alone); Download gives them all as one zip. Stop keeps what is done, and Render again continues with what is left or failed. A texture file that could not be read is named under its model with the reason ("2 pictures · 1 not read"), and the line at the foot counts them for the whole pack; the model's other textures still render.
Good to know: game files (.ydd, .yft, .ydr, .ytd) are read by the conversion server, so they need a sign-in, and Preview's own access applies (a plan with the plugin, or the free hour). GLB, OBJ, FBX and PNG never leave the browser. Nothing is saved to the library; the pictures live in the tab until downloaded. A prop with several different textures is shown wearing one. Rendering is free and spends no credits.
Syncing a pack to GitHub or Discord (Pro and Max)
Not available yet (built 2026-10-02, goes live with a release). Packs can send every build somewhere on its own: a folder in a GitHub repository (as a commit, or as a pull request), or a Discord channel (the build's changelog as a post). Open a pack, press the sync button beside Share (or Sync in the pack's ⋯ menu), then Add GitHub or Add Discord.
GitHub: Connect GitHub installs the zoov.dev app on the repositories you pick (on your account or an organisation's; an organisation's owner may need to approve it). Then pick the repository, the branch (or a new one) and the folder: browse the repository's folders and open the one the pack goes in (the root, an existing folder, or New folder, which the first sync makes); Change folder in a target's menu moves it later. A sync never removes files it didn't put there, unless you turn on Remove other files for that target: then every sync makes the folder exactly the build and deletes anything else in it (shown in red before you add it, and counted in the preview before each sync; git history keeps a copy). It is never offered for the repository's root. Only repositories you can push to are offered. Each sync changes only the files the build changed and removes only files an earlier sync or Build into a folder wrote there; your own files in the folder stay. A protected branch needs Pull request.
Big packs: every build adds its changed files to the repository's history, and GitHub recommends repositories under 5 GB. Over 1 GB the form offers Replace history: the branch keeps one commit with the newest build.
Discord: paste a channel webhook (Channel settings, Integrations, Webhooks). Each build posts its number, note and changelog.
After each build is off by default (a build is usually for testing on your own machine; Sync is how a build goes out). Turn it on for a target to send every build there by itself. Sync sends the latest build at any time. For a GitHub folder, Sync first shows what will change there since its last sync (files added, changed and removed, and how much goes up), with the file list under Files; press Sync v5 to send it. The row says how the last sync went, with a link to the commit, pull request or post.
It works from the pack's cloud copy, so a pack has to be saved to the cloud first. Your own build (the zip or folder) is made on your computer as always; zoov.dev makes the copy it syncs from the saved build in the cloud, so nothing extra uploads from your computer. The line above the list says where that stands ("Building v5 · 40%", "v5 in the cloud"), and Try again appears if it failed. The pack owner's plan decides, on a pack someone shared with you too.
Limits: Pro syncs a pack to GitHub up to 20 times a day and sends up to 10 GB a day across your packs; Max 100 times and 50 GB. A first sync of a big pack counts its whole size, later ones only what changed. Packs for FiveM Enhanced sync on Max. GitHub doesn't take files over 100 MB, so a build with one can't sync (the preview names it).
Builds and syncs also show in the Tasks pill at the top while they run, and it tells you when one finishes or fails.
On Max the same builds can be read by your own scripts (the Packs API, with webhooks): see https://zoov.dev/docs/api.
Daily limits and plans
- Lite and Discord boosters are Free (since 2026-09-30). Every limit and price on this page that names Free applies to them too; only Standard and up are paid plans here. The Plugin Pass (Lite) buys the Photoshop and Photopea plugin and its live 3D preview, nothing more.
- Props, Weapons, Clothing (conversions): Free, Lite and booster accounts get 3 a day, one at a time. Standard, Pro and Max are unlimited, two at a time.
- Optimize and the Converter share one daily count: 5 files a day on Free, Lite and Discord boosters (15 until 2026-09-27; boosters were unlimited until 2026-09-30), one file at a time (download it before adding the next; the next replaces it), up to 50 MB a file. Referrers, Standard and above are unlimited (batches of 100, 80 MB a file on Standard and for referrers; 500 and 100 MB on Pro; 2,000 and 100 MB on Max). A group of files that becomes one output (several YDRs into one YDD) counts once. Browser conversions never count.
- One a day on Free and Lite (since 2026-09-27): a UV map in the UV map tool (unlimited on Standard and up; the day ends at midnight UTC now, not 24 hours after the last map; from the second day in the last 30 the person has made a map, the Free line under Generate adds "used N of the last 30 days", since 2026-10-06, and the Vehicle tool's "a second one waits for a plan" line says the same); a vehicle in the Vehicle tool, where badges, mods and a lightbar on the same car are one vehicle and a second car that day shows "1 vehicle a day on Free · back at 02:00" with Unlimited on any plan; a mod archive built into a FiveM resource in the Converter (its own count, apart from the Converter's files); a ped exported by the Peds tool (the same ped again that day, with more on it, is the same ped; since 2026-09-28); a shell built by the Shells tool (the same shell again that day is the same shell; since 2026-10-03). The Siren tool's 3D preview needs Standard; the siren editor and its export are free for everyone.
- AI tools (Images, Tattoos, generate or refine in the Designer, Generate model, Roblox liveries and clothing) spend credits; converting and optimizing never do. A "Get N credits" button opens the plans with Pro picked out (the lowest credit prices); the packs are under the plans on the same dialog. Reference pictures for a texture or livery follow the plan: 1 on Free, Lite and Booster (Lite and Booster had 2 until 2026-09-30), 4 on Standard and above (the template or UV map the tool sends is not counted); Liveries and Clothing show a locked Up to 4 tile beside a full row.
- Packs builds kept (since 2026-09-28): every build that changes something gets a number (v1, v2...). With a cloud copy, History keeps the newest 10 builds on Standard, 30 on Pro and 100 on Max; each new build lets the oldest go. Give a build a name (its
⋯menu, Name it) to keep it for good. - Your own lights in the Vehicle tool (since 2026-09-30): Bring a vehicle, which takes the lightbars and extras from your own police vehicle to put on your others, is on Standard and up. Free and Lite keep every light in the catalogue (the NK Scout 2020's and the Ford Explorer's roof bar); the button shows a Standard badge and opens the plans.
- Packs tattoos on the free plans (since 2026-10-04): up to five tattoos per ped and one overlay build; past that, Build waits for a plan, as it does past ten clothing items.
- Packs on the free plans (since 2026-09-28): the Findings tab still lists everything, and fixes that only change a setting work, but the fixes that rework a file (Resize, Make mipmaps, Make LODs, Reduce triangles, Shrink, and Fix all), Make pictures, Export pictures and Name items with AI are Standard and up: their buttons carry a Standard badge, their menu entries say "Standard and up", and choosing one opens the plans.
- The Designer on Free and Lite (since 2026-09-23; Discord boosters too since 2026-09-30): 20 minutes of editing a day (30 until 2026-09-27), counted only in minutes where something on the canvas changed (looking, zooming and exporting are free). It covers the Designer tool and the Designer that Liveries, Clothing and the prop tools open. When the minutes are used the canvas shows "Editing time used" and is read-only until midnight UTC; everything painted stays, and exporting still works. The toolbar says "N min left today" once half the day is left (a third until 2026-10-06). From the second day in the last 30 the person has used the Designer, the "Editing time used" card adds "used N of the last 30 days" (since 2026-10-06). Exports from the Designer and from Liveries are 1024 pixels on the long side (the line under Save says "1024 x 512 on Free"), and Liveries shows 2048 locked; pressing the lock explains that 2048 is for Studio uploads and that the Roblox website keeps 1024 anyway, with See plans beside it (since 2026-10-06). YTD and DDS exports are 3 a day (PNG is not counted; a failed export gives its count back; writing edited textures back into a YTD or YDR counts as one). The live 3D preview opens for 3 models a day (the same model again that day is free); a fourth shows "3D preview used for today". The browser keeps 3 designs; a fourth still paints and exports but is not saved ("Not saved · Free keeps 3 designs"), and deleting one frees a place. Referrers, Standard, Pro and Max have none of these limits.
- The day is a rolling 24 hours for conversions and optimizing: the footer shows when the next one frees up. The Designer's day, the UV map, the vehicle and the mod end at midnight UTC, shown in your own time ("back at 02:00").
- One Free day per browser (since 2026-10-09). Every Free limit above is shared by all the accounts that sign in from the same browser: a second account on the same computer does not get a second day. A new account can therefore open a tool and find part of today already used, or the limit already reached; that is the other account's use, and it comes back at the same time as theirs. Use on a paid plan (Standard and up) never counts toward a Free account's day on the same computer. Any plan from Standard up removes the limits.
When a limit is reached the button becomes Unlimited on any plan and opens the plans. When a day is nearly used up, a small "Unlimited" link appears on the same line. People below Standard also see an Upgrade button in the top bar. None of these appear on Standard, Pro or Max. If a plan's renewal could not be charged, the top bar shows a red Payment failed pill instead (since 2026-10-06); it opens the Stripe portal where the card is changed, and the plan comes back with the next retry. A yearly plan goes straight to Stripe's page, which states that the year is one non-refundable payment (there is no second "Confirm" press any more). Coming back from Stripe's page without paying reopens the plans where you were; a first purchase gets the code BACK15 (15% off) applied there, and the same code arrives by Discord DM an hour after a checkout is left open. After a livery lands, if the credits left no longer cover another, the result dialog says so ("20 left · the next run needs 30") with Get credits beside Apply. Plans and credit packs are bought inside the workspace (Plans in the profile menu, the "+" on the credit balance); the old store pages are not used. Since 2026-10-06 there are three packs, 150 credits for $5.99 (about five liveries), 500 for $14.99 and 1,500 for $29.99, and beside them the Spark boost, 500 credits every month for $7.99; the 400, 4,000 and 12,000 packs and the Forge and Powerhouse boosts are no longer sold (anyone already on Forge keeps it).
Your files: the library, storage, expiry and pins
The right panel is your library, the same files from any device. Storage and how long files are kept depend on the plan:
| Plan | Storage | Largest file | Files you brought, kept | What tools and AI made, kept | Versions per project | Pins |
|---|---|---|---|---|---|---|
| Free, Lite, Discord booster | 500 MB | 100 MB | 7 days | 30 days | 3 | 3 |
| Referrer | 2 GB | 250 MB | 30 days | 90 days | 5 | 10 |
| Standard | 10 GB | 500 MB | 90 days | never expire | 10 | 50 |
| Pro | 50 GB | 500 MB | never expire | never expire | 30 | unlimited |
| Max | 200 GB | 500 MB | never expire | never expire | 100 | unlimited |
Since 2026-10-02 the days count from the last time you used the project, not from the upload: opening a project, downloading from it or saving into it starts the clock again for everything in it. What a tool or AI made (a saved vehicle, a downloaded livery, an AI picture, a conversion) is kept longer than files you uploaded, because you can always upload those again.
Discord boosters moved to the Free row on 2026-09-30 (they had 2 GB, 250 MB files, 30 days and 10 pins). A file's expiry is set when it is uploaded, so a booster's files from before keep their 30 days.
Pin a file (its menu, or right-click) and it never expires. Pinning a project pins everything in it and counts as one pin. An expired file stays listed with its thumbnail so you can see what it was, but its contents are gone: upload it again or re-run the conversion. A file within two days of expiring shows the time left on its card, and the workspace says so once per visit. "3 of 3 pins used" means the plan's pins are full: unpin something, or see the plans.
What a conversion writes (Props, Weapons, Clothing) lands in one folder in the library named after the model, with versions inside; converting the same model again adds a version rather than a second set of files.
Projects in your library (since 2026-10-02)
The library keeps work on one thing together as a project, with every version. A car is one project whatever tool works on it: each download from the Vehicle tool, the UV map or the Designer (and the cloud button) puts the car or its livery in as the next version (v1, v2, v3) with what changed (9 badges removed, Livery map on paint1, sultan2.ytd exported), and the car you started from is kept as the project's source, never written over. AI liveries made on that car in the Designer or Preview go in too. Downloading a version you already have adds nothing; dropping a car you downloaded from a project back in carries on in the same project. An ER:LC livery is one project per car (each Download, and each AI livery for it). An Outfit, a tattoo pack and an AI texture run in Packs each have a project, and refining a picture in Images keeps the original and every refine together. What was already in libraries was grouped the same day: every ER:LC AI livery is in its car's project, and an uploaded car with its YTD or _hi is one project.
The library opens on Projects: each project once, newest activity first, with a list on the left of the tools you have projects from (Vehicle, UV map, Designer, Liveries...). A project card shows the pictures of its earlier versions stacked in the corner. Files lists every file, including the ones inside projects, each saying which project it is in. Click a project to open it: the version you are looking at on the left (an ER:LC livery on the car in 3D), what changed and its files, every version on the right. Open in picks the work up where that version left it; a design you exported opens with its layers even on another computer or browser, and an outfit or tattoo pack too. You can download any version, make an older one current, keep one so it is never cleared, delete one, rename, pin or delete the project. A conversion whose files have expired offers Run again, which converts the same model with that version's settings. A project keeps the newest versions your plan allows plus any you keep; AI pictures you paid for are never cleared to make room, only by their expiry.
Common questions
How do I convert a file I already have open or in my library? Right-click it and choose Convert, then the format you want: a file in the library, the model in Props, Weapons or Clothing, or a picture in Images. The Converter opens with the file added and that conversion picked. A picture also offers 3D model, which opens Props' Generate model with the picture in it (it costs credits there, as usual). Right-clicking an empty part of any tool also offers Import file, Paste and Add from library.
How much would this cost on another plan? Rest the mouse on the (?) beside the price on any AI tool, just above the generate button, or press it on a phone. The table stays while the mouse is over it; a click keeps it open until you click elsewhere. It lists what that exact run costs on Free, Standard, Pro and Max, how much each saves against Free, and how many runs a month each plan's credits cover. Your plan is marked You, and Compare plans opens the plans.
How do I make pictures of every item in my clothing pack? Preview, the Pack tab (Ctrl+K, "render a pack"). Drop the pack's folder, or open its DurtyClothTool or grzyClothTool project in the Model tab and choose Render the pack. Turn the model on the stage to the angle you want, press Render, then Download for a zip of PNGs, one per texture.
The pack renderer did not pair my textures with the model.
Pairing is by name: the model and its textures need the same component and number (jbib_001 with jbib_diff_001_a), or the texture's name has to start with the model's (crate.ydr, crate_red.png). Unpaired ones are listed under "Unmatched textures". Rename them, or render that model on its own with its textures in one folder.
Some pictures were not taken. Which ones?
After Make pictures or Export pictures, the toast says how many were not taken, with Show; so does the task in the top bar, and a line above the list keeps the count until you dismiss it. Show lists each item, the letters missed and why: a reserved letter has no texture file, a texture or model may not be on this device, or the stage could not open it. Copy takes the list as text, Select these marks the items in the list, Try again shoots only those. An exported zip also holds missed.txt with the same lines. Since 2026-10-07 a big run no longer misses pictures because the converter is busy: the converter reads a limited number of files a minute, and when a run reaches that it waits (the task says "Converter busy · waiting") and carries on by itself, so one export takes everything instead of four or five. The same goes for Preview's Pack tab. Stop ends the wait straight away.
Can I export pictures of only some slots, or of one ped? Yes, since 2026-10-07. In Packs' Export pictures, Ped picks Both, Male or Female, and Slots picks any slots the pack holds (Top and Mask, say), each with its count; All takes every slot again. Both start from what the list shows (its ped switch and slot filter), and the export button counts what will be taken.
Why are my hat and glasses pictures named male_prop_0_5_0?
Since 2026-10-07 the {component} part of a picture's name writes a prop (hat, glasses, earrings, watch, bracelet) as prop_ and its number, the way most clothing shop scripts look props up. If your script keeps them as p_ (male_p_0_5_0), Export pictures has a Props as switch, prop_ or p_, shown when a prop is in the run; it is remembered on your device. Before, a hat (prop 0) got the same name as a head (component 0), and glasses (prop 1) the same as a mask (component 1). Components are named as before (male_11_5_0 for top 5).
I added several DLCs one folder at a time and every picture carries the first one's collection name.
A folder of plain file names (jbib_000_u.ydd in mpbeach/) names no ped and no collection, so its files wait in the decisions card at the top of the list and, added, go into the pack's main collection — which took the first folder's name. Since 2026-10-07 the card has a Collection choice: it offers the folder's name as a new collection, chosen by default once the pack already holds items, with the main collection and any others beside it, and Add all puts every row where it says. Files that resolve on their own from such a folder get the same offer in the "N added" toast (New collection mpbeach, thirty seconds). A folder named the game's way (mp_m_freemode_01_male_freemode_beach/, or mp_m_beach/) needs none of this: its files keep that collection. Items already in the wrong collection: select them and use the row menu's Collection › or the Item tab's Collection field.
Can the pictures be straight from the front, or from several sides?
Yes, since 2026-10-05, in both places: Packs' Export pictures and Preview's Pack tab have Angles: Auto (the side that shows the item: a backpack or bag on the hand slot from the back, everything else from the front), Front, Three-quarter, Side, Back and As on stage, as many as you like at once (each texture gets one picture per angle, named with {angle}). Offset turns and tilts all of them: drag the small picture, Shift for 15° steps. In Packs the angles, offset and margin are saved with the pack when you export, so the next export and your teammates start from them. If "Front" shows a model's back, that model faces the other way: drag the offset half a turn, or take Back.
The pack renderer gave fewer pictures than textures. A texture file it could not read is listed under its model with why ("Texture would not open", "No picture inside"), and the row reads "2 pictures · 1 not read". The model's other textures are rendered as usual. Open that YTD in Preview on its own to see the converter's full message, or re-export it from your texture tool.
How do I find out what a tool does before opening it? Hover its icon on the left rail: a card shows what it is for, what is in it, and what it needs (a plan, or credits). The tools behind Tools at the foot of the rail show the same card beside the menu for the row you are on. Keyboard users get it by moving along the rail with the arrow keys.
Where did the Showcase (/app/preview?tab=showcase) go? It is in Preview: Render, then Showcase. The old address opens it. See "A showcase picture" above.
My second design on a model disappeared when I switched back to it. Fixed on 2026-09-24. Two things caused it: "New design on this model" could empty the design you started it from, and on Free, once the browser already held 3 designs, the new one was never saved and switching away lost it. Now the design you were on is always saved before a new one starts, and on Free the Designs list says "Free keeps 3 designs · delete one below to start another" instead of giving you a design that will not be kept. Designs lost before the fix cannot be brought back. Free keeps 3 designs in the browser across all files; any paid plan keeps as many as you like.
How do the tabs above the Designer canvas work? Each design you open gets a tab. Click a tab to switch; the cross closes it. Closing does not delete anything: the design stays in the Designs list and on this computer, and opens again from there. The + opens an empty Designer for another file. If a tab says "Not saved", that design is past Free's limit and will be lost when you leave it.
I dropped the same YDD again. How do I get a fresh design? Since 2026-09-25, opening a file you have designed on shows its designs as cards with a New design card first: pick a design to carry on with it, or New design for a blank one on the same model. Before that it reopened your last design without asking. New design on this model in the Designs list does the same from inside a design.
Where do I find a design I worked on earlier? Open the Designer with nothing loaded (the + on the tab row, or the Designer on the left rail): Recent designs lists the designs saved in this browser, newest first, with the model each is on. Click one to open it. The Designs list at the top left has every design on the model that is open. Designs are kept in this browser; a design you have exported (PNG, DDS or YTD) is also kept in its project in the library, and Open in Designer there opens it with its layers on another computer or browser.
Why were my designs gone after a while? Before 2026-09-24 the browser store kept only the newest 24 projects across all tools and quietly removed older ones; that is gone, and the workspace now asks the browser to keep its storage so it is not cleared when the disk is low. Designs live in this browser until you export one: after that the project in your library has it, and opens it anywhere you sign in. A design never exported is lost with the browser's data.
The 3D preview in the Designer looks blurry. Fixed on 2026-09-24: the model used a 1024 copy of the sheet whatever its size. It now uses the sheet's full size (up to 4096, or what the graphics card allows).
My 4096 texture came out of the Designer at 2048. Fixed on 2026-10-03: a 4096 texture dropped on a fresh sheet now makes the sheet 4096 too, so it is painted and exported at its own size; before, the sheet stayed 2048 and the texture was scaled to half its size on the way in and out. Once layers are painted the sheet keeps its size, and a bigger image dropped on it is scaled to the sheet. To paint a 4096 livery, drop the texture first, then paint.
Can I put a logo or text straight onto the 3D model? Yes, as a beta since 2026-10-10. In the Designer's 3D preview (and the Designer that Packs opens), press the stamp button, pick Image or Text, then click the model where it should go. Drag it to move it over the garment, scroll over it to resize, Shift and scroll to turn it. It wraps across seams onto every piece of fabric under it; the scissors button ("This panel only") cuts it at the seam instead. It becomes a normal layer on the sheet that you can hide, fade or delete; to move it again, click it on the model. To move it on the flat sheet instead, drag it there and choose Make 2D: it becomes an ordinary picture and stops following the model (undo puts it back).
Can I put a logo on the model in Photoshop or Photopea? Yes, as a beta since 2026-10-12. In the plugin panel's 3D view, press the stamp button and pick Image, Text or the Graphics Library, then click the model where it should go. Drag it to move it, scroll to resize, Shift and scroll to turn, and press the tick when done. It lands in your document as its own layer at the right spot, across seams like the Designer's prints. Photopea works straight away; Photoshop needs plugin 1.6.2 or newer from the plugin page. Moving it again from the model replaces that layer, so paint you added to that layer by hand is lost; its opacity and blend mode are kept.
My print on one sleeve also shows on the other sleeve. Many GTA clothes draw both sleeves (or both sides) from the same part of the texture, so anything painted there shows on both, in the game as well. The Designer tells you while you place it ("Also shows on the other side · shared UV"); press Leave out to keep it off the shared part. If the whole print sits on shared UV there is nothing left to keep, and it stays on both.
How do I zoom and move around the canvas in the Designer? Scroll the mouse wheel or pinch on a trackpad to zoom toward the pointer. To move around, scroll with two fingers on a trackpad, hold Space and drag, or drag with the middle mouse button. The buttons at the top right zoom out, zoom in and fit the sheet back to the panel. The same controls work in the Designer that opens from Liveries, Clothing and the prop tools.
How do I change the order of layers in the Designer? Drag a layer up or down in the Layers list by its picture or name, and let go where the line shows. Hold near the top or bottom of the list to scroll it; press Escape to cancel. The arrows that appear when you hover a layer move it one step, and right-click has Bring forward and Send backward.
How do I edit a texture inside a YTD, YDR or YDD? Open the file in the Designer (drop it on Home, or click it in the library; Ctrl+K and "designer" also gets there). A texture file opens with every texture in it as a strip of thumbnails along the bottom: click one to paint on it with the same layers, adjustments and AI refine a livery has. Edited textures are marked in the strip. A vehicle (YFT) opens as one livery sheet instead, so it has no strip.
How do I download the UV map of my vehicle or clothing?
Open the YFT or YDD in the Designer (/app/design). With nothing painted yet, Save PNG under the layers downloads the UV map itself (the line under the button says · UV map). Once layers are painted, click the arrow beside Save and pick UV map ("PNG, no artwork") at the bottom of the Save as menu: it downloads the unwrap alone as <name>_uv.png. A painted livery saved as PNG, DDS or YTD never has the UV lines in it unless the UV map switch in the DDS / YTD dialog is turned on.
The UV or texture I imported into the Designer does not line up with the sheet. A texture-sized image (1024, 2048 or 4096 on its long edge, for example 2048 x 2048 or 2048 x 1024) is placed edge to edge on the sheet on its own, so it lines up with the panels without dragging. If it is the first thing added and its ratio differs from the canvas (a 2048 x 1024 clothing sheet on a square canvas), the canvas takes the image's ratio. A 4096 texture dropped on a fresh sheet makes the sheet 4096 too (since 2026-10-03; before, the sheet stayed 2048 and the texture was painted and exported at half its size). Smaller pictures and photos come in as a decal in the middle; right-click one and choose Fit to sheet to fill the sheet.
Saving a DDS or YTD from the Designer asks for compression and mipmaps. What do I pick?
Leave both on Auto and press Save (or Enter): that is DXT5 with a full mipmap chain, right for nearly every livery. Mipmaps lists the level counts for the sheet's size, each with the size it stops at, down to 32 (for 2048 x 2048: 7 · 32 x 32); None writes no mipmaps. Compression offers DXT5, DXT1 (no alpha), DXT3 (sharp alpha) and BC7. A DDS in DXT1, DXT3 or BC7, and every YTD, is made by the conversion server and needs a signed-in account; a DDS on Auto or DXT5 is made in the browser.
How do I put a tool on the left rail, or take one off? Open Tools at the foot of the rail and press the star on the tool's row, or right-click a tile on the rail and choose Unpin from sidebar. The pencil under Tools opens the editor, where tools drag into any order and Reset brings back the standard rail. A tool that is not pinned is still one click away in Tools.
I pinned a tool and another one disappeared from the rail. The rail holds up to 10 tools so it fits the screen without scrolling. A new pin goes to the top and the tool at the bottom moves back into Tools. Press Undo on the message to put it back, or drag the tools you want most to the top in the editor (pencil under Tools) so the one at the bottom is the one you can spare.
My rail went back to the standard tools. The rail you arrange is saved in the browser you arranged it in. Another computer, another browser, a private window, or clearing the site's cookies shows the standard rail. Arrange it again there with the pencil under Tools.
The left tool rail shows only icons on my laptop. On a short screen (under about 800px of browser height, most MacBooks) the rail drops the words under its icons so every tool fits without scrolling. Hover an icon for its name. On taller screens the words are back.
/app just sends me to the old page.
The workspace is still in closed preview, so /app redirects to the old tools, which work as normal. Once it is opened (staging) the same link stays on the workspace. Nothing is wrong with the account.
Do I need a new account or to move my files? No. It is the same Discord sign-in, the same credits and plan. The library in the workspace is its own storage: files made in the workspace are listed there. Whether files made on the old pages appear in it: not documented, ask staff (verify).
How do I turn a GTA5-Mods download into a FiveM resource?
Open the Converter (/app/convert, or Ctrl+K and type "rar" or "fivem resource"), drop the ZIP, RAR or 7z as downloaded, press Review to check it, then Build resource. Put the unzipped folder in resources and add ensure <name> to server.cfg.
My RAR will not open. If it is password-protected the Converter says so: unpack it on your computer and zip the folder instead. Otherwise re-download it; a partial download fails the same way.
The ped I converted spawns invisible or will not spawn.
Check the review: a ped needs its .ydd (or name^ component files), .yft, .ymt and .ytd. Spawn it by the file name, exactly. If the walk looks wrong, rebuild with the other of Female / Male. If the download was for a replace install only, it may be named after a game ped on purpose.
It says I have used my files for today, but I only converted pictures. Picture-format changes, model to GLB and lighter GLB never count. Pictures to YTD or DDS, and everything involving game files, run on the server and do count, and the count is shared with Optimize: 5 a day on Free. A mod archive to a resource has its own count, 1 a day on Free.
My file disappeared from the library. Unpinned files expire. On Free, Lite and for Discord boosters, files you uploaded go 7 days after the project was last used and what a tool or AI made goes after 30; on Standard uploads go after 90 days and results are kept; on Pro and Max nothing expires. Pin what you want to keep.
Packs turned my replace clothes into add-ons. Can it keep them as replace?
Yes, since 2026-10-04 it does on its own. Replace clothes are files named after the game's own clothing (mp_m_freemode_01^jbib_008_u.ydd replaces base-game top 8; mp_m_freemode_01_<dlc>^... replaces a DLC's), and Packs now keeps each one as a replacement: same name, same number, same textures, so the build overwrites exactly what it did before, next to your add-ons. They are listed under "Replaces · Base game" (or the DLC's name) in each slot. Removing one in Packs and building again brings the game's own item back. To turn them into add-ons instead, press Make add-ons on the message after adding the files, or right-click an item and choose Make add-on. A pack made before 2026-10-04 holds them as add-ons: select them (Ctrl+A in a slot, or the slot's right-click Select all), right-click and choose Make replacement; it reads which game item each one was from its file name. Since the same day, makeup, face overlays, eye colours and the game's own tattoo textures in such a pack come in as Overlays and are built too; skin tones are still not carried, so keep those in their own resource.
I added base-game clothes exported with OpenIV and Packs put them all in one collection. How do I get pictures per collection?
Since 2026-10-06 Packs reads OpenIV's folders: drop the folder that holds mp_m_freemode_01_mp_m_halloween, mp_m_freemode_01_mp_m_2023_01 and the rest into a new, empty pack (a pack made before keeps the old reading, so start a new one). Every item keeps the game's collection and number and is listed under "Replaces · mp_m_halloween". Then the filter button, Collection, pick halloween, and Export pictures with Shown: {collection}_{slot}_{index}_{letter} names a picture mp_m_halloween_jbib_0_a.png. Export pictures is on Standard and up. Don't build such a pack unless you mean to replace the game's own clothes.
I opened a resource with several collections and Packs put everything in one. Can I keep them apart and take pictures per collection?
Yes, since 2026-10-06. Open the resource again into a new, empty pack: each collection (mp_m_2023_01, mp_m_halloween...) stays its own with its own numbers, and the message after opening counts them ("3 collections"). Only a split collection's _2, _3 part is joined to the collection it continues. The filter button has a Collection cut: pick halloween, then Export pictures with Shown takes pictures of that collection only, and {collection} in the file names is each item's own collection. Right-click items and choose Collection to move them to another one, or New collection… to make one; the pack options rename a collection. The build writes each collection's own YMT and shop meta in the one resource, so your scripts keep the names they use. A pack opened before 2026-10-06 still has everything in one collection: open the resource again to split it. Export pictures is on Standard and up.
Can I right-click the clothes on the ped in Packs instead of finding the row? Yes, since 2026-10-04. Right-click a worn item on the stage and you get the same menu as right-clicking its row in the list: Wear, Take off (only that item comes off, the rest of the outfit stays), the variation it has on (Recolour, Edit in Designer, Replace and the rest), Generate variations, Add textures, Replace model, Reduce triangles, Tags, Name with AI, Ped, Slot, Duplicate, Leave out of the build and Remove. The item is selected in the list as you do it. The stage's own options (Download PNG, Copy render, Share link, UV map, Refit, Renderer) are under View at the bottom of that menu; right-clicking empty space shows them as before.
Can Packs make tattoo packs, like Durty Cloth Tool?
Yes, since 2026-10-04. In Packs press Add, then Tattoos, and pick pictures (PNG, JPG, WebP) or YTDs; each becomes a tattoo for both peds. Select one to put it on the body: click where it goes, Alt + wheel turns it, Ctrl + wheel sizes it, and the card in the stage's corner shows its zone flat with handles to drag, size and turn it. The male and female body each keep their own placement (or switch on One placement for both). The Item tab sets Tattoo or Badge, the price, facing and hair colour. The build adds the tattoo XML, shop_tattoo.meta and one YTD per tattoo to the same resource as your clothes; in the pack options, Tattoo configs writes ready-to-paste lists for xnTattoos, qb-tattooshop, illenium-appearance and Menyoo. An existing tattoo resource (DCT's or any other) opens by dropping its folder, with each tattoo's placement and the preset names your scripts already use. Overlays replace the game's own face overlays (makeup, beards, brows), eye colours or tattoo textures by file name. Free plans build up to five tattoos per ped and one overlay.
Can I bake tattoos straight into the skin? Yes, since 2026-10-04, two ways. For MP characters: in Tattoos, set Pack to Baked skin, pick Male or Female, add pictures (or generate them), click the body where each goes and size or turn it with the handles around it; the swatches at the top show it on each skin. Export pack gives a resource that replaces the game's own upper-body skin textures for every skin, so every MP character of that body on the server has the tattoos (one skin pack per body at a time). Tattoos go on the chest, back and arms; the legs, feet and head are not baked. For an add-on ped: open it in Peds, press the pen on the stage, add pictures, place them the same way and press Bake into skin; each body piece a tattoo reaches gets a new texture letter with the tattoos in it, and the original stays.
My prop looks blurry or blocky up close but fine from further away. Usually the prop was made much bigger than the model it came from. The texture keeps its pixels (an AI model has one 2048 texture), so scaling a 2 m model to 20 m spreads each pixel over 10 times the length, and up close you see them. A higher Texture size does not add detail the model's texture never had. Keep AI props near the size they were made at; a very large prop will look softer up close. If instead the shading itself looks cracked or speckled up close, or the simpler versions shown at a distance have scrambled textures, those were converter faults fixed on 2026-10-09: convert the model again and the new file is right.
Where do I buy credits or change plan now? In the workspace: the "+" beside the credit balance for packs, Plans in the profile menu (or Ctrl+K, "plans"). After paying, the plan shows within a few seconds without reloading.
How do I stop the marketing emails, or start them again?
On your profile (/app/profile, the avatar at the top right, then Profile) the row Marketing emails has a switch; move it and it saves. The foot of every marketing email has an Unsubscribe link that works without signing in, and the page it opens can also turn them back on. Your mail client's own Unsubscribe button does the same. Receipts, sign-in codes and competition results still arrive whichever way you choose (2026-09-27).
Languages
Since 2026-09-20 this part of the site is available in English, French, German, Spanish, Portuguese, Polish and Dutch. It follows the browser's language on a first visit, and the language menu (the icon beside the profile in /app, or in the top navigation on public pages) changes it. Nothing about how it works, what it costs or what a plan includes differs by language; only the words do. File names, format names (GLB, YDR, YTD), product and model names, code, and some error lines that come from the server stay in English. Details and known gaps: Languages and translation.