TOOLS

this is all xrd shit don't worry about this

GG Master folder
UPK Explorer
Guilty Gear Xrd Mod Manager

INSTRUCTIONS

7/14/2026

1. In Umodel, enter the GGST file directory and the Strive AES key and navigate to RED/Content/Chara/[Character you are modding]/Costume01
2. Under Meshes, download the GLTF of whatever character you are modding, ie Sol's Body mesh (RED/Content/Chara/SOL/Costume01/Mesh > sol_body
3. Under Material/Color01, download either the png or tga of the [Character]_base, [Character]_SSS, and other related textures. Under Material/Base, download the [Character]_detail and [Character]_ilm textures.
4. In Fmodel, go to the same RED/Content/Chara/[Character you are modding]/Costume01 directory and download the PSK of your model (changed under Settings > Models > Mesh Format). I recommend also getting the GLTF from Fmodel to view the correct materials, for whatever reason Umodel doesn't save them correctly.
5. In Blender, drag your Umodel GLTF and delete the skeleton (which should appear as a bunch of balls). While in Object mode, select Append > ArcsysBlenderMaterials > Materials > Strive Material, and select your saved textures in the shader node.
6. Take your new model, select both models and hit CTRL J to join them, it should be joined to the original one, but if it isn't just reverse the order you selected them.
7. Do all of your weight painting and vertex painting. There's a guide somewhere for vertex painting in the Arcsys modding Discord I'll link it when I find it.
8. Import your PSK, delete the mesh it came with, and CTRL P to join the mesh and new skeleton. Again if it doesn't parent correctly, mesh under the skeleton, just reverse the order. Under the armature node for the mesh, link the mesh to the new skeleton. Also rename the skeleton to "Armature".
9. Select the mesh and armature and export as FBX, select Highlighted mesh and armature, deselect Link Animation and Create leaf bones, and export.
10. The Unreal shit is kind of complicated. Follow the video guide, but if under LOD info it says one of the materials is chunked, create an extra thing and treat it as if there's two of that material. It being chunked means there were too many polygons attached to that material so it had to split it into two.

©repth