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.
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.
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.
- Extract the skin's files from the game.
- Preview the model, textures, and VFX.
- Edit what you want to change: model, textures, particles, or sound.
- Validate the mod and fix common bugs with Hematite.
- Pack the mod into a
.fantomeor.modpkgfile. These are the mod package formats a skin manager installs. - 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.
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/.sklfiles, 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
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.
Part 8: Retargeting Animations
Transfer animations from other games or champions (for example, Fortnite) to League rigs.
Tool
| Tool | Description |
|---|---|
| Fortnite Porting Tool | Ports 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
| Tool | Description |
|---|---|
| Autodesk Maya | Industry-standard 3D software for rigging and UV mapping |
| Jade | Edits the physics .bin directly. No converting back and forth. |
| RitoBin | Optional 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
}
}
