I've been unable to find any skin-mods (in the short time I've been searching that is) but I've read in some of the tutorials that it's hard to re-skin for UFO:AS, ShadoWarrior's tutorial for example. However, as I completed the steps in the tutorial I found that the textures were simple .dds-files, a format that is used in other games (Sid Meier's Pirates for example) and there are tools to convert to/from them, I used DDS Converter 2 (do a google-search
Here's my results so far (click to enlarge) :

Humans in light and medium armour respectively.
I generally kept the blue of the original game since the laputans are probably unfamiliar with surface camouflage and have to be able to function in many different environments anyway (cities, bases, etc)
Also, blue camouflage is more "SF"

Cyborg 1 with advanced body, agility and dexterity limbs, and 'borg 2 with basic body and strength arm/leg implants.
I used more realistic camouflage for the cyborgs as I feel they would be well versed with fighting on the ground against mutants, reticuleans and other dangers. It also feels right to have realistic colours for the cool and logical cyborgs.

The psionic is just a test and the colours will most likely change. I have limited interest in psionics in the game as they are more vulnerable to damage than the humans and cyborgs. That's the reason I chose camouflage for them as well: they need every bit of protection they can get
The work is going a bit slowly since I skin things as I get them in the game (no heavy armour or advanced psionic suits for example) but the skinning itself is pretty quick.
I use Paintshop Pro and a lazy method to skin as I simply (well, it takes a bit of work...) block out the different parts I want to colour (armour, cloth, stripes etc) and then create "Overlay" layers over the original, filled with the colour or pattern and give it a mask with the pattern I blocked out previously. This leads to a lot of layers and the originals take up a lot of space but it's dead easy to change patterns if I want to, just fill in the proper layer completely with the new pattern. The mask makes sure it only shows up where it's supposed to.
The "lightsoldier.pspimage"-file that has the skin for human light armour is 7,25 MB and 9 layers, compared to the "lightsoldier.dds" that is 1,33 MB. The mod itself is 14,2 MB so far and will probably double when I'm done, if anyone is interested
To put the mod in the game I just save the original as a .tga (since DDS Converter works best with them), convert them to .dds and put them in the proper folder in my mod directory as per ShadoWarrior's tut and then run a batch file I made that creates, fills, and moves the finished mod to the game-dir. Then "Just push play"


