Then, if you need an uncompressed 4k skin (8.8.8.8 ARGB), open this dds file, copy the alpha channel to your original PSD, make the necessary adjustments in the skin to look like the dds file & save it under 8.8.8.8 ARGB in the same location, zip it up & you're good to go. It accepts png format skins & delivers a nice little pack of DXT5 compressed skin with alpha and all the essential files & folders to make it work ingame. If you want to save the skin in png format and don't want to bother with alphas and mipmaps, use ETS2 Studio. After couple of years of waiting, hope and prayers now we have NVIDIA Plug-ins for Adobe Photoshop updated to version 8. Your dds.file & the skin ingame should be fine then. Do as Smarty mentioned i.e., add a black background & make an alpha channel. NVIDIA has a DDS plugin in for Adobe Photoshop, but it does not support the DX10 header extension, BC6H, or BC7. DDS files based on DirectXTex to provide full support for all formats. A plug-in for Adobe Photoshop to support. I am puzzled to know that the texture ingame too comes out like the RGB channel which should not be the case (haven't tested myself). dds-Dateien in Photoshop - Plugin - PSD-Tutorials. I tested your texture with DXT5 and probably done it the way you have & here's what we got I'm curious to know why & how you are seeing mipmaps in the skin.dds file. Included are a set of utilities for manipulating DDS image files, including: nvDXT, a command-line binary version of the nvDXT library, detach, a tool that extracts MIP levels from a DDS file, stitch, a tool that recombines MIP levels into a single DDS file and readDXT, which reads compressed images and writes TGA files.