Ten base weapons, twenty-five attachment parts, one resource

FiveM Weapon Creator

An add-on weapon that installs and behaves, not a model you still have to fit.

Pick the base weapon whose handling you want, then reskin it, bring your own model or generate one from a reference image. Line it up on the guided viewport, hang attachments on the mounts your base actually has, and download the resource.

Needs an account · from 250 credits · drafts autosave, so you can finish later

live 3D, drag to turnSuppressor
view only

Fits the WAPSupp mount. Base weapons without a muzzle mount never offer it.Our own catalogue parts, view only. 50 credits each when you put one on a weapon.

Three ways to get the look

All three end at the same place, an installable resource. They differ in how much art you bring yourself.

Reskin the vanilla one

250 credits

Keep the shape the game already balances and repaint it. Every one of the ten base weapons has its real texture slots mapped, so this works on the knife and the sniper, not just the pistol.

Bring your own model

500 credits

Upload a .glb and it replaces the shape entirely. The next step fits it to the base: position, rotation and scale, checked from the side, the front, the top and down the sights.

Generate one from an image

500, 1500 or 3000 credits

A clean side-on reference picture becomes a model. You confirm the result on the real weapon before anything is built, and the build itself is included in that price rather than charged again.

What the studio walks you through

Four steps, in the order the game cares about. The first one decides the most and can never be changed later, so it comes first.

Step 1

Base weapon

Everything the player feels comes from the base: reload, recoil, camera, sound, and which attachment mounts exist at all. A pistol base will never reload like a rifle, so this choice is made first and cannot be undone later.

Step 2

Fit and size

Your model gets lined up against the base on a guided viewport, with side, front and top views plus a first-person aim check. Weapons that look right in a modelling tool and wrong in the hand are caught here rather than in game.

Step 3

Attachments

Twenty-five parts, fitted to mounts rather than dropped anywhere: suppressor, optic, magazine, grip, light or laser. Which mounts you get comes from the base weapon, because the engine holds exactly one part per mount.

Step 4

Resource

Out comes an add-on weapon resource that installs on its own. The name is checked against every vanilla weapon name up front, so your weapon does not silently overwrite one of the built-in ones.

The ten base weapons

Each one comes with its real texture slots and its real attachment mounts read from the game files, which is why a reskin works on the knife and the shotgun and not only on the pistol.

Assault rifleCarbine rifleSMGMicro SMGPump shotgunSniper riflePistolHeavy pistol .50KnifeBat

What it costs

Credits from the same balance as everything else here. The dollar column is what those credits cost on the $9.99 plan, so you can compare it against a weapon pack honestly.

RouteCreditsOn the $9.99 planDetail
Reskin a base weapon250 creditsabout $0.33Vanilla shape, your texture. The cheapest way to a weapon that is unmistakably yours.
Your own model500 creditsabout $0.67Upload a .glb. Includes the fitting step and the finished resource.
Generate from an image, fast500 creditsabout $0.67Quickest tier. Good for blocking out an idea before you commit to it.
Generate from an image, standard1500 creditsabout $2.00The usual choice. Build included, not billed a second time.
Generate from an image, premium3000 creditsabout $4.00Most detail out of the reference image. Build included.
Each attachment50 creditsabout $0.07One part per mount, added to the same resource in the same build.

Attachments are added after any discount on the weapon itself. See the plans

Against the other ways to get a weapon

A bought pack is finished art made by someone who does this full time, and that row stays in the table. What you cannot buy is the specific weapon your server needs, with your markings on it, ready in an afternoon.

FeatureSwisserAIBlender + SollumzBuying a weapon packCommission
Software to install
None, browser onlyBlender, Sollumz, CodeWalkerNoneNone
Fitting the model to the hand
The part that goes wrong most often
Guided, with an aim viewManual, trial and error in gameDone for youDone for you
Attachment mounts handled
Per mount, per base weaponManual bone workWhatever shipsDepends on the brief
Name collision check against vanilla
YesManualUsuallyDepends
Your own design
YesYesNoYes
Cost
250 to 3000 creditsFree, your time$10 to $60 per packOften $50 and up
Turnaround
MinutesDays for a first oneInstantDays to weeks
Ready-made, professionally finished art
Where a bought pack is genuinely ahead
Depends on your inputDepends on youYesYes

FiveM weapon creator FAQ

Reskinning one of the base weapons is 250 credits. Bringing your own model is 500. Generating a model from a reference image is 500, 1500 or 3000 depending on the quality tier, and the build is included in that. Attachments are 50 credits each, on top, whichever route you took.

Ten: assault rifle, carbine rifle, SMG, micro SMG, pump shotgun, sniper rifle, pistol, heavy pistol .50, knife and bat. Each one carries its own texture slots and its own attachment mounts, which is why the base is the first decision and not a cosmetic one.

Because an add-on weapon inherits behaviour from it. Recoil, reload timing, camera, sound, the aiming pose and which mounts exist all come from the base. Picking a pistol base and then wishing it fired like a rifle is not something a texture or a model can fix afterwards.

Twenty-five parts are available and they attach to real mounts on the weapon: suppressor, optic, magazine, grip, and light or laser. The engine holds one part per mount, so the studio fits out mounts rather than letting you place parts freely, and which mounts you have depends on the base weapon you chose.

Being straight about the state of it: attachments shipped in August 2026 and the pipeline builds them into the same resource. Test yours on your own server before you hand it to players, the same as any add-on weapon.

An add-on weapon resource that installs by itself: the weapon model and textures, plus the metadata files the game needs, declared through its own fxmanifest. Drop the folder into your resources directory and start it.

One thing to know: an add-on weapon cannot be merged into another resource with the resource merger, because its metadata is declared per resource. It lives next to your other resources, not inside one.

You can upload any image you have the right to use. A clean side view on a plain background gives a usable model; a busy photo bakes its background into the texture as colour bleed. Whether a particular reference is yours to use is your call, not ours.

No. Blender runs on our side to build the resource, but nothing is installed on your machine and you never open a modelling tool. The parts of the manual route that eat an evening, fitting, renaming, packing and writing metadata, are the parts this replaces.

Yes. The studio autosaves as a draft with its files, so you can leave and come back to the same state rather than starting over. Up to 24 live drafts per account.

Build your first add-on weapon

Pick a base, choose how it should look, fit it, add the parts you want. The studio saves as you go, so you can stop and come back.