THE BOBS GRAPHIC DESIGNZ
VEHICLE STUDIOYOUR BUILD. EVERY ANGLE.
EARLY ACCESS · 0.1
THE BOBS CUSTOM SHOP

Make it your own.

Practice coupe · choose a part to begin

GTA V / FIVEM WORKFLOW
DRAG TO ORBIT · SCROLL TO ZOOM · RIGHT-DRAG TO PAN

UV TEXTURE WORKSPACE

The selected material's actual UV layout. Click the 3D surface to move your logo to its UV position.

Drag on the UV map to place the active logo. UV islands that overlap will share artwork.

TEXTURE & LOGO LAYERS

For body wrap: import a PNG, choose its layer, then click the car. Size and rotation remain adjustable. Apply each side from its own view.

PAINT ON THE CAR

Paint in 3D or on the UV map. Uses this material's UVs; overlapping islands share paint.

Texture output defaults to 1024 × 1024 PNG. A missing UV map must be created in a modeling tool before artwork can follow the surface.

FIVEM HANDOFF

Import unencrypted GTA V Legacy YFT + YTD directly. Export edited YTD dictionaries for texture-only changes while keeping your original YFT untouched. Added objects and geometry changes export as GLB and need final GTA bones, collision, shaders and YFT packaging in Blender + Sollumz or your existing vehicle tool.

Doors, hood and trunk must be separate parts. The hinge tool lets you set their pivot; it cannot separate a welded body automatically.

Texture-only changes replace the original YTD paths. All other resource files stay intact. Added objects and mesh changes need final YFT assembly.

THE BOBS GRAPHIC DESIGNZ

Welcome to the garage.

Create your Vehicle Studio account. Your vehicle projects stay on your device.

At least 10 characters. Password recovery is not available yet.

Your vehicle workflow

  1. For GTA V Legacy, choose the main .yft and all matching .ytd files together. Keep an untouched backup of your resource. GLB and OBJ are also supported.
  2. YFT import reads the high-detail model and bone names. Weighted panels use a rigid working preview. Damage deformation, physics and exact GTA shaders are not simulated.
  3. Select each part and material. Load its original texture, then add and position artwork on the UV map.
  4. Hide or hinge separate doors and lids to work inside. Import an attachment, choose its parent and adjust placement.
  5. Save a project to continue later. Re-select the original YTD files after reopening a project to enable dictionary export. Texture-only YTD exports retain other dictionary entries; edited textures become RGBA8 with mipmaps.
  6. Validate bones, collision, LODs and shaders there before packaging YFT/YTD for FiveM.

Encrypted/protected files, GTA Enhanced, FBX and CodeWalker XML are not supported. New attachments and changed geometry require final game export in a GTA modeling tool. No browser editor can promise arbitrary vertex removal with zero shape change.