FIVEFORGE / Guides / FiveM Weapon Skins: Retexture Any Vanilla Weapon

Retexture a FiveM weapon without touching a modelling tool

A weapon skin is a texture swap, not a new weapon. Pick one of 193 vanilla weapons, paint its sheet in the browser with layers and your own logos, and export a resource that loads with a plain ensure. Here is what the game is actually doing underneath, and where the limits are.

How a weapon skin works

Every weapon model reads its look from a texture dictionary — a .ytd named after the weapon, holding one sheet per part. The model asks for a texture by name, so swapping the picture behind that name changes how the weapon looks without touching the model at all.

That is what this tool ships: your painted sheets, packed back into the weapon's own dictionary, under the names its shaders already ask for. No model, no metadata — which is why it loads on ensure instead of needing a full server restart.

1Pick a weapon193 vanilla models2Paint the sheetlayers, logos, UV guide3See it in 3Don the real weapon mesh4Exportloads on ensure
No model is rebuilt, so nothing about the weapon changes except its skin.
my_skins.zipfxmanifest.luaresource manifeststream/w_ar_assaultrifle.ytdyour sheets, vanilla names keptREADME.txtinstall and what replace mode means
One texture dictionary. That is the whole resource.
Painting a rifle texture in the browser
The weapon sheet on the left, the real weapon on the right, updating as you paint.

Weapons have more than one sheet

A rifle is not one texture. The body, the magazine, the stock and the scope often sit on separate sheets, and the editor lists each one it finds. Paint only the body and the magazine stays vanilla — which is usually what you want, and occasionally a surprise.

The 3D preview binds each sheet to the mesh that actually uses it, so a part you have not painted keeps its stock look on screen exactly as it will in game. If a part never changes no matter what you paint, it is reading a shared texture that lives in another dictionary — decals and camo sheets do this — and that one cannot be swapped from here.

Replace mode changes it for everyone

The export is a replacement: every one of that weapon on the server wears your paint. There is no per-player choice, because the vanilla weapon has one texture dictionary and you have just replaced it.

Players keep the old look until their cache clears. Anyone who already loaded the weapon this session sees the previous texture. That is client cache, not a broken export.

Per-player skins are a different mechanism entirely — GTA does those with camo components, and only the fifteen Mk II weapons carry the bone that supports them. Add-on weapons, which ship a second weapon next to the vanilla one, are on the way here but not open yet.

Installing it

Drop the folder into your resources, add ensure <resource> to server.cfg, and start it. There is no metadata in this export, so a restart of the resource is enough — no full server restart, no meta files to merge.

Keep the resource name stable. Renaming it later means every client downloads the textures again.

FAQ

Do I need a full server restart?

No. The export carries no metadata, so ensure is enough. Only add-on weapons, which do ship metadata, would need a boot.

Can each player have a different skin?

Not with a replacement. GTA only supports per-player weapon looks through camo components, which exist on the fifteen Mk II weapons.

Why does part of the weapon stay vanilla?

It uses a sheet you did not paint, or a shared texture that lives in another dictionary. The editor lists every sheet the weapon owns — paint the rest of them.

Does this change weapon stats or damage?

No. Nothing but the texture dictionary is shipped, so stats, ammo, animations and attachments are untouched.

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