> For the complete documentation index, see [llms.txt](https://sebun1.gitbook.io/skins/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sebun1.gitbook.io/skins/plugin/obtaining-skins.md).

# Obtaining Skins

There are two cases for obtaining skins; the skins you are looking to obtain are either

1. already in a Skins-compatible format.
2. not in a compatible format, or does not yet exist.

## Skins Already Compatible

* Downloading compatible skin packs off Thunderstore.
  * Likely found [here](https://thunderstore.io/c/gtfo/p/food/Skins/dependants/).
  * These should be ready to use seamlessly after installation.
* Receiving a skin pack from someone in the `*.skinspkg` format.
  * These can be easily installed by dropping it into the global skins folder openable in-game and then performing a reload.
  * For details, read about [Installing .skinspkg Packages](/skins/plugin/obtaining-skins/installing-.skinspkg-packages.md).
* Receiving a skin pack from someone in self-packaged form of skin groups. <mark style="color:$warning;">**(LEGACY)**</mark>
  * This can then be unzipped to either the global skin folder or any per-profile skin folder.
  * For details on this, read about [(LEGACY) Unpacking Skins for Installation](/skins/plugin/obtaining-skins/legacy-unpacking-skins-for-installation.md).

## Incompatible / Non-Existent Skins

* Asking the creator of existing skins you use to repack them in the Skin Group format.
  * If takes almost no effort for them to do so!
* Do it yourself! (woahhh)
  * In case you haven't noticed, everything you need to create your own skins are in this site that you are on right now!
  * Wait... don't scroll away. Believe it or not, even without any knowledge of how to create detailed textures for specific in-game meshes, it's still possible. Using Texture Macros, you can create cool looking skins without creating a single texture image. Check out [the tutorial](/skins/guides/creating-custom-skins-with-texture-macros.md) if you are interested.
* Do it yourself! **(x2!!!)**
  * If you have already been adding skins to the game by replacing asset files in game data (e.g. using UABE), porting your skins over the the Skin Group format is basically trivial and takes 5 to 10 minutes (speaking from experience). Either check out [the tutorial for custom textures](/skins/guides/asset-replacement-to-skin-groups.md) or get started with the [Editor](/skins/editor/editor.md).


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