Skip to content

Make your weapon

Reskin a vanilla weapon

Keep the GTA V shape and replace its texture. The sharpest result, no fitting, and the cheapest way to your own weapon.

How a reskin works

A Weapon Studio reskin keeps the vanilla model of the base weapon and puts your texture on it. The shape, the bones, the attach points and the high-detail model for first person all stay, so nothing needs fitting and Fit & size is skipped.

The quick start used this camo pattern on the Assault Rifle. The render comes from the finished game file:

The Sandstorm Rifle from the side: the camo covers the body, the parts keep their own finish.

Note

The viewport shows the shape of the base, not your texture. You see the texture on the renders of the result page, drawn from the built weapon.

Texture slots

In the Look step, Reskin the base model lists the texture slots of the base. Each row shows what the slot paints and its name in the game files. Upload replaces the slot with your image; the × removes it again.

  1. 1. Weapon body (main texture): the texture that paints the weapon
  2. 2. Upload: pick a PNG, JPG or WebP for the slot
  3. 3. Markings and decals: the second slot, kept from vanilla here
  • Rifles, SMGs, pistols, Sniper Rifle

    Weapon body (main texture), Markings and decals
  • Pump Shotgun

    Weapon body (main texture), Markings and decals, Shotgun shell
  • Knife

    Camo pattern 1, Camo pattern 2, Camo pattern 3
  • Baseball Bat

    Weapon body (main texture), Camo pattern 1 (fails the build, see Troubleshooting)
  • An upload replaces the whole slot. Slots you leave alone keep the vanilla texture.
  • The surface detail of the vanilla weapon stays, so a flat colour still shows grooves and edges.
  • PNG, JPG and WebP up to 16 MB per image.

Making a texture that works

A weapon texture is the skin of the weapon laid flat: barrel, receiver, grip and magazine sit side by side on one image. Your image is placed exactly like the original, so it matters what you upload:

  • Patterns and colours work without any template. A camo, carbon or wood pattern that fills the whole image covers every part. This is what the quick start did.
  • Designs with a place, such as a logo on the receiver or a stripe along the barrel, need the original texture as a template. The studio does not offer it as a download yet. Export it from the game files with a tool such as OpenIV or CodeWalker: the weapon textures are in weapons.rpf, named like the model, for example w_ar_assaultrifle.ytd.
  • Keep the aspect ratio of the original, so every part lands in its place. Paint on a copy of it and upload that.
A pattern like this one covers the whole weapon without a template.

The markings slot

Known issue

On every firearm base except the Pistol .50, an image on Markings and decals currently goes into the shine of the markings instead of showing as a print. The build succeeds, but your image is not visible. Until this is fixed, paint markings and logos into Weapon body (main texture).

Keeping the vanilla look

The studio offers a reskin without any texture: keep the vanilla look, add parts and pay only for the parts. The button then reads Build weapon · 50 credits for one part.

Known issue

Right now that build does not start. The studio jumps back to step 2 with Replace at least one texture before building. Upload a texture to at least one slot; the build then costs the reskin price plus the parts.

Price

A reskin costs 250 credits, plus 50 credits for each attachment. The quick-start rifle with four parts cost 450. The credits are held while the build runs and charged only when it succeeds.