Divine Skins
Divine Skins Wiki

Full walkthrough

The end-to-end video walkthrough for making a custom League skin. From first tool install to published mod.

This guide takes you from your first tool install to a finished, published skin. Follow the parts in order.

Safety first

Custom skins are safe outside Korea and China. No bans since 2014 when you use trusted tools. They are client-side only: only you see them, and they give no gameplay advantage. Never use custom skins in Korea or China. The anti-cheat there blocks all mods.

Videos may be out of date

Some videos below use older tools. New tools have shipped since, and each one has its own guide in the Tools section. The videos are still a great way to learn the whole flow start to finish. For day-to-day work, reach for the newer tools long term.

How the pipeline works

Modern skin making follows one path. Flint covers most of it in one window.

  1. Extract the skin's files from the game.
  2. Preview the model, textures, and VFX.
  3. Edit what you want to change: model, textures, particles, or sound.
  4. Validate the mod and fix common bugs with Hematite.
  5. Pack the mod into a .fantome or .modpkg file. These are the mod package formats a skin manager installs.
  6. Install it with a skin manager to test in-game.

Each part below maps onto one of these steps.

Getting started

Tools you need

Start with these three. They cover most of the work:

  • Flint: extract, preview, edit, validate, and pack. The all-in-one app.
  • Jade: a focused BIN editor for when you want one.
  • Quartz: VFX recoloring, porting, and light audio work.

You will also want:

  • The Tools overview for everything else.
  • LtMAO is optional. It is an older toolpack, kept as a fallback for batch jobs and full soundbank work.

Step-by-Step Walkthrough


Part 1: Flint

Explore League's game files with Flint. Learn the modding basics and set up your project folders.

Includes:

  • File exploration
  • Modding fundamentals
  • Project setup

Part 2: Hacksaw

Recolor existing visual effects using a visual palette system. No coding required.

Newer option: Quartz Paint

Quartz has a Paint page that recolors particles in-app, with no ritobin_cli setup. The Hacksaw guide still works, and the video below walks through it.


Part 3: Replacing a Model (Maya or Blender)

Replace a champion model with Autodesk Maya and the LoL Maya Plugin. For Blender, see the Blender model swap guide.

Important Notes

  • Install LoL Maya first
  • Do not delete faces, vertices, or edges after binding the mesh
  • On first import of .skn / .skl files, use Import, not drag-and-drop
  • Ensure separated materials and meshes are enabled

See the Maya Error List.


Part 4: Maya Materials, Submeshes, and Bin

Understand how materials work in Maya and how to reference them inside .bin files using MaterialOverride.


Part 5: Matrix and Idle Particles

Scale, rotate, and move visual effects using transformation matrices. Add idle auras or passive visual effects.

Includes:

  • How to place a VFX system (important)
  • Code used in this tutorial
You can edit these BINs in Jade or Quartz

The video edits the .bin by hand. You can do the same edits visually in Jade, or scale particles in batch on Quartz's Bineditor page.


Part 6: Particle Systems and Triggered VFX

Trigger visual effects using:

  • Animation events
  • Game logic (PersistentEffectConditions)

Part 7: Voiceover and Sound Effects

Replace voiceovers and sound effects, such as spell sounds or taunts.

Tools have changed since this video

Quartz now handles .bnk and .wpk audio for light work, like swapping a sound. Use Wwise or LtMAO only when you need to rebuild a full soundbank. The video below is older, but the idea is the same.


Part 8: Retargeting Animations

Transfer animations from other games or champions (for example, Fortnite) to League rigs.

Tool

ToolDescription
Fortnite Porting ToolPorts Fortnite animations for use in League

Part 9: League Materials (Glow and Toon Shader)

Apply League-style materials such as Glow and Toon Shader to your custom skins.


Part 10: Repathing and Publishing

Repath your mod so it lines up with the current game files, then publish it.

Pack and export. In Flint, export your mod as a .fantome or .modpkg file.

Repath options. If a path is wrong, or a patch broke the mod, repath it with League Mod Repather or Quartz's Bumpath page.

Install and test. Load the mod in a skin manager like LTK Manager or Celestial, then test it in a custom game.


Extras

Adding Bones and Physics (Hair, Tails, Capes)

Add bones and physics-based motion to your skin.

Tools Required

ToolDescription
Autodesk MayaIndustry-standard 3D software for rigging and UV mapping
JadeEdits the physics .bin directly. No converting back and forth.
RitoBinOptional fallback. Converts .bin to .py and back (ritobin_cli).

Example Configuration

rigPoseModifierData: list[pointer] = {
    ConformToPathRigPoseModifierData {
        mStartingJointName: hash = 0x41f70632
        mEndingJointName: hash = 0x3cf6fe53
        mDefaultMaskName: hash = 0x7136e1bc
        mMaxBoneAngle: f32 = 45
        mDampingValue: f32 = 5
        mFrequency: f32 = 3
    }
}