Learn
Tutorials
Step-by-step guides for using the ForzaTech Studio desktop app — from installing it and loading your first model to editing carbin files, materials, and BXML.
Getting Started
Installing ForzaTech Studio and First Launch Setup
Install the required runtimes, then point the Studio at your game folders so asset paths resolve correctly.
8 min read

Beginner's Guide EP1: Finding a Model & Converting a Bodykit
MERCY's video walkthrough: find a model and turn it into a usable bodykit in Forza Horizon 6.

Beginner's Guide EP2: Custom Modelbins & Texture Paths
MERCY's video walkthrough: create custom modelbins and set up proper texture paths.
Getting Started
Installing Your Edits Into the Game (MediaPC)
How to package an edited car and load it via the MediaPC folder — and the two mistakes that cause infinite loading screens.
3D Viewer
Navigating the 3D Viewer
Blender-style hotkeys, transform gizmos, hiding meshes, and the UV editor in the Studio's viewport.
Modelbin
Removing a Part From a Car
Three different situations — separate modelbin, mesh inside a modelbin, or geometry that needs cutting — and the right approach for each.
Carbin
Swapping a Part Between Two Cars
Copy a wing, bumper, or body part from a donor car — including the AO path and material index steps people usually miss.
Export
Exporting Models to Blender
Export to FBX or OBJ, which format preserves UV channels, and the orientation quirks to expect.
Materials
Tinting Glass and Light Lenses
Add the glasscolor shader parameter to tint headlight and taillight glass.
Textures
Working with Swatchbin Textures
View, edit, and create swatchbin texture files, including Xbox and PC format variants.
Conversion
Converting Assets Between Forza Titles
Use the batch conversion tool to move car scene assets between game versions — and what currently works.
Getting Started
Repacking Car ZIPs Correctly (FH6)
The right way to re-zip an edited car so FH6 actually loads it — and why Windows' built-in zip often fails.
Carbin
Assigning Paint Groups and Car Paint
Make a swapped part paintable in-game by assigning it a paint group and syncing its material indices.
Materials
Underglow and Light That Hits the Ground
Why emissive materials alone won't light the street, and what actually casts light in FH6.
