Previews free forever
Read and preview workflows remain free for opening, inspecting, and exploring assets.
Convert models to props, pack cloth collections, paint vehicle liveries, and animate doors and bones, then export game-ready DLC and FiveM resources. No Blender, no OpenIV.
Drag to rotate. Your text paints straight onto the ambulance.
Paint a full liveryOpen any vehicle, keyframe its doors, hoods and bones on the real 3D model, then export a game-ready .ycd that plays in GTA V. No Blender, no 3ds Max.
Drop a vehicle and keyframe its doors, hoods and bones on a live 3D model, right in the browser.
One click turns your timeline into a .ycd, packed into a drop-in FiveM resource.
What you build is what runs in GTA V. No Blender, no 3ds Max, no manual file wrangling.
Footage by boyy for PORT BAEK.
Outcome-oriented entry points.
GTA V Plugin Photoshop brings clothing, weapon, prop, and vehicle assets straight into Photopea or Photoshop. Drop a file, see the real model in 3D, generate a paint-ready UV, and paint it in place.
Short, focused clips for the most relevant workflows.
Import GTA vehicles into Photopea, preview them in 3D, then paint the generated UV.
Import GTA clothing into Photopea, preview it in 3D, then paint the generated UV.
Animated cloth texture workflow in a compact browser loop.
Place tattoo overlays on freemode peds with AI generation.
Siren authoring flow with visual preview and tuning controls.
Paint vehicle liveries with AI or manual tools and live 3D preview.
Animate vehicle parts like roofs and doors, then export a .ycd with live 3D preview.
Build and edit ped clips with keyframes, timing, and live rig preview.
From GLB import to GTA-ready exports with iterative adjustments.
Animation playback checks in the browser before packaging.
Fragment inspection with model preview and UV wireframes.
Build custom MLO-style shells from modular shapes, then export game-ready files.
Everything stays discoverable with grouped, expandable sections.
Decode and inspect core GTA V formats in-browser.
Create production-ready assets and helper definitions.
Improve runtime efficiency and package quality.
Listen to, inspect, and build GTA audio banks.
Validate, author, and package vehicle assets.
Build particle effects and edit gameplay weapon metadata.
Open or assemble RPF archives directly from the browser.
Run the official v-drawable-to-glb CLI or call the HTTP API directly with curl. Either way you get a clean GLB you can preview, edit, or ship.
Point the CLI at a base .ydd + .ytd and a folder of skins, then add pack=single to ship one dlc.rpf whose drawable offers every colour as an in-game clothing-menu option. No Blender, no OpenIV.
Know what is free, what costs tokens, and where processing happens.
Read and preview workflows remain free for opening, inspecting, and exploring assets.
Only selected generation/export actions use tokens, with pricing shown before spending.
Core preview flows run locally in your browser so your analysis stays on your device.
Professional GTA V tooling directly in the browser with no desktop setup required.
Fast interactions tuned for practical modding sessions and iteration loops.
Token-cost actions are surfaced before you commit, so paid steps never feel hidden or surprising.
Recent changes and improvements.
The YDD to Ped helper is now a full workbench with a 3D preview and a side-by-side view of your source and converted model.
Converted addon peds are more stable in game after a round of fixes to skeletons, textures, and export internals.
Ask questions, share work, and stay current on new features.