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How to put a livery on a FiveM car

A livery is a texture painted over the car's UV map. Putting one on a FiveM car means making that texture, putting it in the car's texture dictionary under the name the model expects, and choosing it in game.

  1. 1Check how the car does liveries

    Open the car in the Asset Viewer and look at its textures. Cars built for liveries have livery textures (often sign_1, sign_2…) that the model's livery material uses; some cars use livery parts in a mod kit instead. If a car has neither, a livery has to be added to the model itself in a 3D program — a texture alone won't show.

  2. 2Get the UV map

    Export the livery UV layout with UV Template (PNG or SVG). That is the template you paint over, so panels, doors and bonnet line up on the car.

  3. 3Design the livery

    Paint it in the Livery Workshop — layers, text, images and brushes straight on a 3D preview of the car — or in your own image editor over the UV template. Keep the texture size the same as the original (or a power of two such as 2048×2048) to stay under FiveM's texture limits.

  4. 4Put it in the car's .ytd

    Export the texture with the exact name of the livery texture you are replacing (for example sign_1) and import it into the car's .ytd with OpenIV or CodeWalker's texture editor, replacing the old one. Use a compressed DDS (DXT5 / BC3 when it has transparency). If the .ytd grows past 16 MiB, the YTD Resizer shows which textures to shrink.

  5. 5Restart and pick the livery

    Restart the resource (or the server) and select the livery in game — through your mechanic or vehicle menu, a /livery command if your server has one, or a script calling SetVehicleLivery. Liveries are numbered from 0 in the order the model lists them.

Making many liveries for one car? Several departments can share one model with a livery each — that is how the GXD US police cars carry four department liveries.