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3D Model Swap

This guide explains how to fully remodel a League of Legends champion by replacing the default character with a custom 3D model, while preserving the original r…

➤ Full Champion Remodel Tutorial

Replacing a Champion with a Custom Model

This guide explains how to fully remodel a League of Legends champion by replacing the default character with a custom 3D model, while preserving the original rig and animations.


➜ Requirements

ToolPurpose
LoL-Maya PluginRequired to import/export .skn and .skl files in Maya
Autodesk Maya 2023Main 3D software for editing the champion model
GIMP / PhotoshopEdit and export textures (.dds)
LtMAOConvert League .tex files to .dds and back
FlintExtract original League champion files (.wad.client)
JadeEdit .bin files if skin adjustments are needed
LtMAO cslmaoLoad and test the custom skin in-game

  • Full Model Swap Video Guide
  • Yoru’s Maya Tutorial (very in-depth)

➜ Step 1: Import the .skn and .skl Files

⚠️ Important:
Do not delete faces, vertices, edges, or any geometry after binding the mesh.

⚠️ First-time import:
Import using File → Import, not drag & drop.
Ensure separated materials / meshes are enabled.

Image

Instructions

  1. Install the LoL-Maya Plugin
  2. Import the original champion files:
    • .skn — Mesh (visual geometry)
    • .skl — Skeleton (bones & rig data)
  3. Import your custom model (.fbx, .obj) into the same Maya scene

➜ Step 2: Align the Bones to Your Custom Model

Align the existing League skeleton to match your custom model’s proportions.

Rules

  • Rotate bones only (E)
  • Do NOT move (W) or scale (R) bones

Why rotation only?
Moving or scaling bones breaks compatibility with League’s original animations.

Press this symbol to make bones visible through the mesh!

Image

Enable X-Ray / bone visibility so bones are visible through the mesh.

Follow the video guide closely for correct alignment.


➜ Step 3: Bind the Mesh to the Skeleton

Bind the custom mesh to the League skeleton so animations affect the model.

Bones You Should Bind

  • head
  • neck
  • spine
  • chest
  • clavicle
  • shoulder
  • elbow
  • hand
  • fingers
  • hips
  • pelvis
  • knee_lower
  • foot
  • root (only in some cases)

⚠️ Do not bind helper bones such as buffbones, knee_upper, or toe.

How to Bind in Maya

  1. CTRL + Select all required bones
  2. CTRL + Select the mesh (last selection)
  3. Go to Rigging → Skin → Bind Skin → Options
  4. Set:
    • ❌ Bind to: Joint Hierarchy
    • ✅ Bind to: Selected Joints

This tutorial covers basic binding only. Advanced weighting requires practice or additional guides.


➜ Step 4: Align the UV Map for In-Game Textures

Before texturing, the UV map must be aligned correctly.

Aligning UVs in Maya

  1. Switch to UV Editing workspace
  2. Press F11 (Face Selection Mode)
  3. Select all mesh faces
  4. Move all UVs into a single corner of the UV space using the corner controls

This prevents broken or invisible textures in-game.


Matching the Texture in GIMP / Photoshop

  1. Open the original texture
  2. Adjust and reposition it to match the new UV layout
  3. If the texture doesn’t match the UVs, it will appear broken in-game

Saving the Texture Correctly

  • File format: .dds
  • Compression: BC3 / DXT5
  • Mipmaps: Optional (recommended)

Resolution tips:

  • 512×512
  • 1024×1024
  • 2048×2048

Always keep backups and test in-game.


➜ Step 5: Reverse Normals & Export the Model

If normals are incorrect, the model may appear invisible or inside-out.

Reversing Normals

  1. Select the mesh
  2. Go to Modeling workspace
  3. Mesh Display → Reverse

League requires normals to face outward.


Exporting the Model

  1. Select mesh + skeleton
  2. File → Export Selection
  3. Export as:
    • .skn (mesh)
    • .skl (skeleton)

⚠️ File names must exactly match the original champion files.

Example (Ahri):

Ahri.skn Ahri.skl


Replacing the Original Files

  1. Navigate to the champion’s folder
  2. Replace the original .skn and .skl
  3. Keep folder structure unchanged

💡 Pro Tip: Always back up original files before replacing them.