Real-world cars carry brand marks — the Audi rings, a BMW roundel, an RS or AMG lettering on the trunk. On a FiveM server those marks are baked into the car model's geometry (or a separate badge file). Debadging removes that geometry so the car ships clean — useful for de-branding, custom liveries, or avoiding trademarked marks on a public server.
The classic route is ZModeler3 (paid, Windows-only) or CodeWalker + OpenIV — you unpack the .yft, hunt the badge mesh, delete it, fix the collision, repack. It's slow and easy to break the model. FIVEFORGE does the same edit surgically in the browser and keeps the skeleton, glass and physics byte-for-byte intact.
If a badge is real geometry, a click removes it cleanly. If it's a painted decal on a flat panel (part of the texture), it can't be clicked away — that one needs a texture edit. Debadge quality always depends on how the model was built.
No. FIVEFORGE debadges in the browser and exports a drop-in resource. No ZModeler, CodeWalker, OpenIV or Windows required.
No. The edit only removes badge geometry; the skeleton, glass, physics and handling are preserved byte-for-byte.
No. Escrow (.fxap) files are encrypted and can't be edited. You need the unlocked source model.
Debadging a vehicle costs 10 credits. New accounts get free credits after joining the Discord, and re-exporting the same car is free for 7 days.
Create a free account, join the Discord for your credits, and build your first asset in minutes.
Open the Vehicle Creator Create free account