Make battle-pass skins from one hero
Last updated: October 12, 2026
Turn one approved hero into a season of battle-pass skins that all stay on-model, for a live-ops artist filling the pass's reward tiers.
What you'll make
A line of skins for one hero, typically one per reward tier, from a free tier to a legendary one. Every skin keeps the hero's face, proportions, pose and signature prop, and changes only the outfit. Each is a full-body image at the same size and framing as the base render, for the pass's reward track, the store and the character select screen.
Before you start
- The hero's approved base render, full body, on a plain background. Every skin is made from this one image.
- The tier plan: a theme per skin, and how the tiers escalate. Higher tiers should earn their place with a new silhouette piece or effect, not a gold recolor of a lower one.
- One sentence that lists what never changes, such as "Keep her face, hair, pose, staff and backpack exactly as they are." You will paste it into every skin.
- Every run spends Creative Units, and the cost depends on the model. See Creative Units.
Bring the hero in
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Open a session and press Ctrl+K (Cmd+K on a Mac), then choose Add asset….
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Select the hero's base render and confirm.
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Hover it on the board and select View to open it full-size.
Make the first skin
Each skin is a prompt edit of the base render. See Edit an image with a prompt.
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In the prompt bar under the image, describe the skin, then paste your "keep" sentence: "Winter skin: deep red parka with white fur trim and a knitted scarf. Keep her face, hair, pose, staff and backpack exactly as they are."
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Select Edit image. The skin joins the version strip on the left of the viewer.
Make every other tier from the original
Always go back to the base render before the next skin. A skin made from the previous skin inherits its changes, and after a few tiers the hero drifts.
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Select the original in the version strip so it is back on the stage.
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Describe the next tier with the same "keep" sentence: "Legendary skin: ember-forged armor, blackened steel with glowing orange seams and a charcoal cloak. Keep her face, hair, pose, staff and backpack exactly as they are."
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Select Edit image again. Repeat from the original for each tier.
When the line is done, compare the skins in the strip with the base render: same face, same height, same prop in the same hand.
Hand it off
Download each skin from the viewer. For the reward track and store, cut each one out with Remove image background so it sits on the same transparent canvas as the base render. For key art and store banners, extend the frame with Reframe image.
A 2D image is not an in-game 3D skin. If your hero is a 3D model, the approved skin images are the concept your 3D team retextures or remodels from. Turn into 3D model in the viewer can also make a mesh from a skin, which works best from a neutral A-pose render.
Scale it up
- Ask the agent for the whole line in one brief ("a four-tier skin line for this hero: base, rare, epic and legendary") with the hero attached; it makes every tier from the same base. See Work with the Layer agent.
- Train a reference set on the hero's approved art, so every season's skins start on-model. See Reference sets.
- For the pass's trailer or store video, animate a skin with the hero kept on-model. See Keep a character on-model in a video.
If something goes wrong
- The face or body changed with the outfit. The "keep" sentence was missing or vague. Name the face, hair, pose and prop, and edit from the original.
- Later tiers look less like the hero than early ones. They were made from earlier skins. Select the original in the strip before each new skin.
- A legendary tier looks like a recolor. The prompt only changed colors. Give the tier a new silhouette element, such as armor plates, a cloak or an effect.
- A run failed or never finished. See Fix a failed or stuck generation.