Intro into Model Creation

Hi, my name is Crauzer and this is guide on how to replace, modify and create your own models.

So let’s start, shall we ?

These are the basic file formats you need to know about :

• DDS - A texture or a particle file ( Most of the time )

• SKN - A file that holds information about the model ( Used for champion models and cannot work in-game without an SKL )

• SKL - A file that holds information about the skeleton of the model ( Used for champion models and cannot work in-game without an SKN )

• SCO - Mostly used for particle models ( Doesnt need a skeleton but can contain one )

• SCB - The same as SCO but these are binary and arent mostly used for models but for paths for particles to orient them where to go

• BLND - A file that holds information about all of the animations of the selected champion ( Replace the BLND file of a base skin from another one and you’ll have the animations from the skin, but for this to work you need to replace the SKN and SKL too)

• INIBIN - A file that tells the game what is the name of the SKN, SKL…… so the game knows what to use for the champion ( Do never modify nor replace this file )

• ANIM - Holds animation data

- There are some more types of file but I wont mention them in this guide since they do not have to do anything with the models

 

Tools that we’ll need :

Maya 2011+ ( Version doesn’t really matter if it isnt below 2011 or over 2025 )

Riot File Translator - https://www.dropbox.com/s/b9w0ohb4g4fq0h6/Riot%20File%20Translator.rar?dl=0

How to install

And some basic skills in Maya

1st Step

First we will load the SKN and SKL of our selected champion

Then you will click this little icon so you can see the the joints and bones of the skeleton through the model

After that you will load your custom model into the scene

And click these icons

1st icon - Activates smooth shading so you can see the model

2nd icon - Enables texturing

2nd Step

Now you will need to make sure that your custom model fits the model you are replacing

Note : That the model can be in any pose as long as you can edit the skeleton so it fits

3rd Step

Now we’re going to edit the skeleton

You will need to rotate, move and sometimes scale the bones so they fit your character

4th Step

You will need to modify the UVs co you can properly edit the texture

Go to Edit UVs - UV Texture Editor

Now select an object in the outliner an make the UVs so they do not tresspass each other

Click this icon

and edit the UVs like you want

E - Rotate

R - Scale

More advanced tutorial :

( Credit to Glen Gramling )

5th Step

Now we’re going to preparate for the bind of skeleton to the model but first you will need to do this :

Delete the old model

Select the model and go to Normals - Reverse

(Remember to ALWAYS reverse the model before binding and deleting the history after reversing, because if you wont the texture will look really bad wih some parts invinsible or you may get a bug splat)

And then go to Edit - Delete All By - History

Note : Sometimes with new champions I get a weird bug where Reverse type doesnt work but I need to do this - Reverse and then Reverse again but change the type of Reverse to revAndExtract ( This is the reason Snow Day Tristana was delayed for a few days )

6th Step

Now we’re going to bind the skeleton to the model

We are going to switch to the Animation menu by pressing F2

Now select the Mesh (Model, note that your model needs to be 1 solid mesh ) and the skeleton (Select every joint in the Outliner but make sure that the model is next to the main joint (root), you can drag the model by holding the scroll wheel on your mouse )

Then you will go to Skin - Bind Skin - Smooth Bind (You are going to click the little square next to it so you can edit the settings of the Smooth Bind)

You will use these settings for the Smooth Bind

then you are going to click Apply and Bind Skin

7th Step

Here comes the fun part (Which I personally hate :D)

We’re going to paint the Weights for the joints so they know what part of the skin they move

Double Click this little icon

In Tool Setting change your options to these

Setting Explained :

Flood - Applies weights on the whole model for the selected joint

Value- Value of the weight 1 - 100 %

0 - 0 %

Opacity - Sets the opacity of the Value 1 and 0 means the same as on value

So how are we going to paint the weights ?

You will hold your right click button on your mouse and click Select Influence

Painting Weights : You will hold your left mouse button and will go over the vertexes of it and that’s how you paint your weights

Note : Every vertex needs to have painted weights, if not then it will stretch out from the model

 

How to paint weights -

8th Step

This is the last step, so you wont have to read more of this crap :) jk

When you finished all of your weights you will select the model Hold Right mouse button and go to Assign Favorite Meterial and you will have to select Layered Shader

Then go to the Layered Shader material options and the model should be green and a little bit transparent

Now go to Window - Rendering Editors - Hypershade

A new window should open, then you will go to Edit - Delete Unused Nodes

And the final thing - Export

Select the model and go to File - Export Selected

A new window will open, select the name and directory of the file

Then you will select this option

And hit Export Selection

If it displays this error in the console

// Error: SknWriter: too much bound bones, plz remove 32 influence(s) //

Select the model and go to Skin - Edit Smooth Skin - Delete Unused Influences

Good Job! You made it to the end which means you should be able to create a remodel from scratch. I hope you enjoyed this guide

Notes :

Video tutorial :

(Credit to LoL3DModels )

Remember to ALWAYS reverse the model before binding and delete the history after it

SKN Converter for the new SKN files that cant be opened with maya -

SknConverter - Not working

SKN Converter - Google Drive mirror

( Credit to Chewy )

Note : It replaces the original file with the modified one

 

 

 

 

 

 

About The Natoken Project

Hey, We are The Natoken Project and we create League of Legends custom skins. We started as a group the 15th November 2024, and we are here to make new and extraordinary skins for the League of Legends community. Hope you enjoy our skins!

Posted on 30 Dec 2024, in Blog and tagged , , . Bookmark the permalink. 31 Comments.

  1. Hi can You please help me ?
    I could only find maya 2025 for download and I can’t find the riotfiletranslator.mll plugin for maya 2025

    Like

  2. when im about to export, it gives me the Error: SknWriter: failed to find the mesh’s skinCluster. what does that mean?

    Like

    • That means you didnt paint the skin weights

      Like

      • Thanks for the reply, I managed to get the model out for testing. However I am encountering another error. (I made a Star Guardian Lux Long Pigtail ver model) When I loaded the skin and I do either the recall,dance and ult animations, the screen freezes. It works fine with the base skin just not the newer ones. What did I do wrong?

        Like

  3. StarBright6

    Every time that a make a model and then I try it in game, I have a bug-splat, but I don’t know why because I followed precisely every step of this guide.
    What problem do you think it could be?

    P.S. I have a bug-splat also if I only delete parts of the original model.

    Like

    • You propably didnt delete the history before binding the skin

      Like

      • StarBright6

        I did,I delete the history when I see some history files in the outliner.
        I think the problem is that the animations don’t works on my models, even if I perfectly paint the weights, when I open one of my models in a Skn viewer with an animation, when I play the animation, the model don’t move.

        Like

  4. Are there anyway to edit SCO file pls I need to know how to edit it

    Like

  5. I got Maya, I got Riot file translator for my version, I installed it according to directions. I got Wooxy, exported some champion files, and tried to import them in Maya. The SKN go in fine, the SKL don’t. “// Error: line 0: Error unknown file.”

    So i just carried on and changed basic models. But now I want to export what I made, and I’m having problems again: “// Error: line 0: Could not save file ‘C:/Users…*.skn’.”
    No idea what can cause this problem?

    Like

    • I have no idea why Maya cant import SKL but to export an SKN file, the model needs to have a valid Skin which means you need to paint weight on it. And since you cant import SKL files you cant paint weight

      Like

  6. Hey, I found this tutorial helpful, but I have a problem, I’m not made of money, and I can’t afford to use Maya, is there any way to instead use Blender, or some other kind of freeware?

    Like

  7. I’m Timewe, your guide is very good, and I’m also an author of skins.Even though we come from different countries, we have always pay attention to your works,hope your works are better and better,thanks.

    Like

  8. Lock i dont have a maya folder wtf how i find mine i dont have it ;-;

    Like

  9. what happens if i have the MAYA 2025¿?

    Like

  10. Link to SKNConverter doesn`t work. pls fix it.

    Like

  11. This is sick dude im planning on getting into model editing too :D

    Like

Leave a Comment

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Follow

Get every new post delivered to your Inbox.

Join 1,308 other followers

%d bloggers like this: