Built from blocks.
Made for Spades.
Skin Studio is open. Start from 194 original game model parts, make a cosmetic in your browser and send the finished KV6 model to the review team.
Make your first skin
- Pick a weapon, character part or tombstone. Multipart weapons and characters have separate KV6 assets.
- Paint, fill connected colours, replace a colour across the model, or use the eyedropper. Add and Erase sculpt inside the original bounds; Mirror X edits both sides.
- Right-drag or Alt + drag to rotate, scroll to zoom, and Ctrl/Cmd + Z to undo. Preview both teams and compare the original model.
- Export KV6 at any time. Import files up to 2 MB, 60,000 voxels and 256 cells per axis. Edited drafts save on this device; export separate copies before switching models.
- Sign in with a registered player account, name your skin, describe the changes and supply a licence for your contribution. Send it for review and check My submissions for feedback.
Keep the game readable
- Keep the original weapon silhouette, grip, muzzle and sight alignment. Damage, spread, reach and hitboxes always come from the base game.
- Preserve the black and magenta team-material markers. Check both teams, crouching, first-person arms and distant silhouettes.
- Use the game’s muted military colours, chunky voxel geometry and restrained highlights. Avoid bright full-body glow and invisible materials.
- Keep model bounds inside the approved base envelope. Include an original-appearance fallback.
Model files and drafts
The editor exports real KV6 files with their original dimensions, attachment pivots and material information. Imports are checked before loading, and submissions are validated again on the server against the selected original asset. Scripts and executable files in archives are ignored.
Open Import skin pack in the Workbench to upload a KV6, ZIP or ZIP-based PAK. Choose its model part and matching parent weapon; an optional fitted copy uses the parent’s bounds, pivot and protected team markers. Keep the original authors, source page and licence with your submission. Extract RAR files on your computer first, then upload the KV6 or a ZIP of the model files.
Keep an exported copy of each finished part. Browser drafts are local to this device; submitted models are stored with your account.
Review and release
Reviewers can approve a model and assign Common, Uncommon, Rare, Epic or Legendary rarity, request changes with feedback, or reject it. Approved models appear in Community skins and on the author’s creator page with a 3D preview, licence, download and SHA-256 hash. Pending models remain private to their author and the review team.
Each submission stores a fixed model. Use Revise in studio to edit it and submit a new version. Approval publishes an individual KV6 download and records its rarity. Automatic pack installation and Supply Crate inclusion require a later compatible game content release; approval does not change existing crate rewards or grant inventory items.