Edit a texture
The texture editor opens one variant of a garment as a flat picture. You add pictures, texts, shapes and paint as layers over the original, erase and select, adjust and replace colours, and the ped in 3D shows the result while you work.
Open the editor
Select a garment and, under Variants, the variant whose texture you want to change.
Press Edit texture under Texture in the inspector. The editor takes the place of the garment list and the stage, and the category rail on the far left stays.
The bar at the top shows the texture’s name as GTA writes it, for example jbib_diff_003_a_uni, its size in pixels, its format and how much room it takes in the ped’s .ytd file.
Views, zoom and panning
At the top you choose Texture, 3D or Split view. The split view shows the texture on the left and the ped on the right, and the editor starts in it when the window is at least 1024 pixels wide. On a narrower window there are only the texture and the 3D view.
The zoom menu in the top bar shows how close you are. Choose Fit to see the whole texture, or 100, 200 or 400 %. Ctrl and the mouse wheel zoom in and out around the pointer.
The mouse wheel on its own moves the texture, and so does dragging with the space bar held down or with the middle mouse button. A checkerboard shows where the texture is see-through.
Show transparency in the top bar shows the texture’s transparency in greys: white where it covers fully, black where it is gone, and the checkerboard comes through where the ped would show through. Press it again to see the colours. It changes only the picture on the left; the ped in 3D shows the holes as usual, and the button cannot be used in the 3D view.
Add a picture or a logo
Press Picture or logo among the tools on the left, or press I, and choose a file. You can also drag a picture from your computer straight onto the texture.
A picture can be a PNG, JPG or WEBP file, and its transparency is kept. A picture larger than the texture is scaled down to the texture’s size.
The picture lands in the middle of the texture as a new layer, selected. It keeps its own size when it covers at most half the texture each way, and is otherwise shrunk to half the texture with its proportions kept.
Tip
Use a PNG with a transparent background for a logo. A JPG has no transparency, so the whole rectangle lands on the garment, background and all.
Write a text
Press Text among the tools, or press T, and click where the text should go. A new text lands with its middle where you clicked, and the word Text is selected so that what you type replaces it.
You type straight onto the texture and see the text as it will look. Enter starts a new line, and Esc or a click outside the text ends the typing. A new text left empty is not added, and a text you empty keeps the words it had.
To change the words later, double-click the text, or select it and press Enter. With Text, a click on a text that is already there opens it too.
The editor has eight free fonts: Outfit, Inter, Oswald, Bebas Neue, Anton, Roboto Slab, Permanent Marker and Pacifico. The Font menu shows each one in its own face. The fonts come from PedForge itself, so nothing is fetched from anyone else while you write.
Under Properties you also change the Size in texture pixels, the Colour with the colour picker or a hex code, the Alignment to the left, the centre or the right, Bold and Italic, and the Letter spacing. A new text is white, in Outfit and centred, and its size is a twelfth of the texture’s shorter side.
Outfit, Inter, Oswald and Roboto Slab have a bold of their own, and only Inter has an italic of its own. Choose bold or italic in a font without one and the browser makes one itself, and the editor tells you when it does.
Good to know
Dragging a corner of a text, or changing its Size, draws the text again at the new size instead of stretching it, so it stays sharp. A text always keeps its proportions.
Draw shapes
Press Shapes, or press U, and choose Rectangle, Circle or Line. Press U again to move on to the next shape.
Drag on the texture to draw the shape. Hold Shift and the rectangle becomes a square and the circle round, and the line is laid in steps of 45 degrees. A click without a drag puts a shape down where you clicked, a quarter of the texture’s shorter side in size.
A new rectangle or circle is filled white with no outline, and a new line is white. Under Properties you change its Type, Width and Height, turn the Fill and the Outline on or off, and choose their colours and the Outline width. A line has no fill, only a colour and a width.
Good to know
Dragging a corner of a shape changes its width and its height separately, and Shift keeps the proportions, the other way round from a picture. The shape is drawn again at the new size instead of being stretched, so its edges stay sharp.
Move, resize, turn and flip
With Select and move (V), click a layer on the texture to select it and drag it to move it. The arrow keys move it one pixel, and ten with Shift.
Drag a corner handle to change the size. The proportions are kept. Hold Shift to change the width and the height separately.
Drag the round handle above the picture to turn it. Hold Shift to turn it in steps of 15 degrees.
Flip horizontally and Flip vertically under Properties mirror the picture.
Properties also shows the placement as numbers: X and Y for the middle of the picture, its width and height in texture pixels, its rotation in degrees and its opacity. Type a value and press Enter. Keep proportions keeps the width and the height in step.
Paint with the brush
Press Brush among the tools, or press B. A bar above the texture shows the brush’s settings.
Choose the Colour with the colour picker or a hex code. The Size is the brush’s width in texture pixels, and [ and ] make it a quarter smaller or bigger. Hardness sets how soft its edge is and Opacity how much the colour covers. The brush starts white, its size the texture’s shorter side divided by 32, with a hardness of 50 % and full opacity.
Drag on the texture to paint. A ring shows the brush’s size where the pointer is. A stroke is one step in the history, and where it crosses itself it never covers more than its opacity.
The brush paints on the selected layer when that is paint. Otherwise the first stroke adds a new layer, Paint, above the selected one and selects it. A paint layer is as big as the texture, but with Select and move a click on its empty parts goes through to the layer below.
Hold Alt and click the texture with Brush to pick up the colour shown there as the brush’s colour.
Erase
Press Eraser, or press E, and drag. The eraser has a Size, a Hardness and an Opacity like the brush, with values of its own. It erases from the selected layer, paint or a picture, and what you erase becomes see-through in the layer, so what lies under it shows again.
Select Base under Layers to erase from the texture itself. What you erase there becomes see-through on the garment, and the ped in the editor’s 3D view shows the hole. The original is not changed, because the erasing is kept apart, and Reset to original brings it all back. A DXT1 texture that becomes see-through is saved as DXT5, and the inspector says so.
A text or a shape is drawn from its values and cannot be erased as it is. Erase from one, or delete selected pixels from it, and the editor first asks whether to turn it into paint. Turn into paint makes it a paint layer that looks the same, but its words, font and colours can no longer be changed.
Good to know
Whether a hole shows in the game depends on the garment’s shader, which PedForge does not control. Some garments are drawn so that what is see-through is cut away, while others are drawn solid and show no hole. Try the garment in the game before you count on the hole. Outside the editor, PedForge’s 3D view draws garments without their transparency.
Select part of the texture
Press Selection and choose Rectangle (M) or Freehand (L). Drag a rectangle, or draw round what you want to select. Ctrl+A selects the whole texture, and a dashed edge shows the selection.
With Shift held down you add to the selection, and with Alt you take away from it.
Esc or Deselect lets the selection go. Press Esc in the middle of a stroke and the stroke is taken back, and only when there is neither a stroke nor a selection does Esc close the editor.
While something is selected, the brush and the eraser only reach inside the selection, so you can paint right up to an edge without going over it.
Work with a selection
While something is selected, a row of buttons shows what you can do with the selection. Each works on the selected layer, or on Base when it is selected.
Delete selected pixels, or Delete, makes the selected pixels see-through in the layer. On Base they are erased, just as with the eraser.
Copy (Ctrl+C) keeps what is selected, and Cut (Ctrl+X) keeps it and deletes it in the same step.
Paste (Ctrl+V) puts what you copied in a new layer, Piece, in the same place it came from and above the selected layer.
Duplicate selection (Ctrl+J) copies and pastes in a single step.
With Select and move, drag inside the selection on paint or a picture to move what is selected. The pixels are lifted out into a new layer, Piece, that follows the pointer, and the selection goes with it.
Adjust colour in selection lifts what is selected out of the selected picture or paint, or out of Base, into a new layer, Adjustment, in the same place, and opens its Colour adjustments. Nothing looks different until you change a value. A text or a shape cannot be lifted this way.
If you copied a picture in another program, Ctrl+V adds it as a new layer, just as Picture or logo does.
Tip
Copying in the editor empties your computer’s clipboard, so the next Ctrl+V pastes what you just copied and not a picture you copied somewhere else before.
Crop
Select what you want to keep of a picture or of paint, select its layer and press Crop to selection or C. The layer’s picture is cut to the selection’s outer bounds, for example to trim the edge round an imported logo.
Crop never changes the texture’s size. The texture is laid on the garment by the model’s UV map, and a cropped texture would land in the wrong places on it. That is why Base cannot be cropped, nor can a text or a shape, which is drawn from its values. Hold the pointer over the button and it says why.
Adjust the colours
Under Properties, Colour adjustments changes the colours of the selected layer, whatever kind it is, or of Base: Lighter/darker, Contrast, Saturation, Hue and Exposure.
Drag a slider, or type a value in the box beside its name and press Enter. Lighter/darker, Contrast and Saturation go from −100 to 100, Hue from −180 to 180 degrees round the colour wheel, and Exposure from −5 to 5 stops, where each stop doubles the light. The button beside a value puts it back to 0, and Reset all puts them all back. Each change is one step in the history, and the transparency is never touched.
On Base the original is not changed: the adjustment is kept as values and laid on when the texture is put together, before the colour replacements and the layers. Reset to original takes it away.
Tip
While you drag a slider the editor shows the result at a smaller size so that it keeps up, even on a large texture, and at full size as soon as you let go.
Replace a colour
Select Base, a picture or paint and press Replace colour… under Properties. A box opens over the texture. A text or a shape has no Replace colour…; change its colour in its properties instead.
The pipette is already on when the box opens: click the texture where the colour is, and it lands in Colour to replace. Press Pick the colour from the texture to pick another, or type a hex code. The pipette reads what the replacement will work on: the base with its adjustment and the replacements before it, or the layer’s own picture.
Choose the New colour with the colour picker or a hex code. Until you choose one it follows the colour you picked, so nothing changes yet.
Tolerance, from 0 to 100, sets how close a colour must be to change. At 0 only that exact colour changes, and the higher it is, the more nearby colours come along. It starts at 30, and the edge is soft, so there is no hard line where the change stops.
The texture and the ped in 3D show the change while you work. Apply keeps it as one step in the history, and Cancel or Esc lets it go. With the pipette on, Esc first puts the pipette down.
Lighter and darker shades of the colour change with it and move by the same amount, so folds, shadows and the fabric stay. The transparency is not changed.
On Base the replacement becomes a row under Colour replacements that you can change or remove later, and the original is not changed. The base can hold up to 16 replacements, made in turn, each on what the one before made.
On a picture or paint the replacement is baked into the layer’s picture. It can be undone, but it is not kept as a row to change later. With something selected, only the selected part of the layer changes. If no part of the layer is near the colour, nothing changes and the editor suggests a higher tolerance.
Good to know
While the box is open the rest of the editor waits: the layers, the properties and the shortcuts do nothing until you press Apply or Cancel.
Layers
Under Layers the layers are listed with the top one first. Base, the original texture, is always at the bottom and cannot be moved, hidden or removed, but you can select it to erase from it or copy from it.
Click a layer’s name to select it. Beside it you can hide or show it, rename it, move it up or down or drag it to a new place, duplicate it and remove it. Ctrl+D duplicates the selected layer and Delete removes it when nothing is selected. The Opacity slider under the list sets how much the selected layer covers.
Good to know
A texture can have at most 64 layers.
Compare, reset and undo
Before/after shows the original texture, both on the canvas and on the ped. Click it to switch between the original and your edit, or hold it down to see the original until you let go.
Reset to original removes every layer, everything erased from the base, and the base’s colour adjustment and replacements, after asking. Nothing is saved until you press Save, so a reset followed by Save gives the garment its original texture back.
The editor has its own history while it is open: Ctrl+Z undoes, Ctrl+Shift+Z or Ctrl+Y redoes, and so do the two arrows in the editor’s top bar. It keeps up to 100 steps. The editor’s shortcuts do nothing while you type in a field.
Size for FiveM
A texture 4096 pixels or more on a side can make the ped heavy, and the editor says so in a row under the top bar, with buttons such as Shrink to 2048 × 2048 and Shrink to 1024 × 1024 and about how much each size saves, estimated as the Optimize panel estimates it. If you have changed anything you are asked first: your layers come along and keep their places at the new size, but what you did before can no longer be undone in the editor, and making it smaller is a step in the project’s history.
On a garment that is already painted, with a saved edit, skin or tattoos, the buttons cannot be used, and the row says why.
Sides that are not a power of two, such as 756, get a calm note: the game handles them, but they can take more memory.
Warning
Sides that are not a multiple of 4 cannot be compressed with DXT. The editor warns about it and asks again when you save. Save anyway saves the texture in the format it has, without compression, so it weighs more on the ped. Change its size first to compress it.
Hide the size notes hides the row until you close the editor.
Save, cancel and change it later
Save, or Ctrl+S, puts the edit in the ped. A bar shows the progress while the texture is written, then the editor closes and the inspector shows the new texture. In the ped’s history the whole edit is one step.
Cancel or Esc closes the editor without saving. If you have changed anything you are asked first, and Discard changes throws the changes away.
The layers are kept with the project, and the pictures stay on your computer. Open the same texture with Edit texture again and the layers are back, so a logo can still be moved or removed and a text written again. Skin tones and tattoos on the garment are painted over the edit, and an export writes the finished texture into the ped’s files.
Good to know
The texture keeps its format and its mip levels. If a DXT1 texture gets see-through parts, it is saved as DXT5 instead, because DXT5 keeps the transparency, and the inspector says so.
Editing a texture costs no credits, however much you change. Only a new variant costs, as the next section says.
Save as a new variant
Press the arrow beside Save, More ways to save, and choose Save as a new variant.
The result becomes a new variant, the next letter on the garment, and is selected. The variant you edited stays as it was. The new one starts from the same original and gets a copy of your layers, so Edit texture opens it with them and you can go on changing it.
A new variant counts as a hair colour and costs like one: 10 credits for every 4 colours or part of 4 on each garment, counted together with the garment’s hair colours. The credits are charged when an export succeeds.
A garment can have at most 26 variants, a to z. When it is full, or before you have changed anything, the choice cannot be used and the menu says why.
Unsaved changes
While the editor is open and something is not saved, a draft is kept on this computer, at most every three seconds. It is never uploaded. If the tab closes or the browser stops, you lose at most a few seconds of work.
Open the same texture again and the editor asks whether to bring the changes back. Bring back opens them as they were, still unsaved, and Discard throws the draft away. It only asks when the draft was made on the edit that is saved now; a texture saved another way since opens as it was saved.
The draft is deleted when you save, when you save as a new variant, when you cancel and discard the changes, and when the project is deleted. Each variant of each garment in a project has a draft of its own.
Shortcuts
The tooltips show the shortcut of every tool and button. No shortcut does anything while you type in a field, and while Replace colour is open only Esc does.
V Select and move, I Picture or logo, T Text, U Shapes (again for the next shape), B Brush, E Eraser, M Rectangle and L Freehand.
[ and ] make the brush or the eraser smaller or bigger, and Alt and a click with the brush picks a colour.
Ctrl+Z undoes, Ctrl+Shift+Z or Ctrl+Y redoes, and Ctrl+S saves.
Ctrl+D duplicates the selected layer and Delete or Backspace removes it. The arrow keys move it one pixel, or ten with Shift, and Enter opens a text to write in it.
Ctrl+A selects all, Ctrl+C, Ctrl+X and Ctrl+V copy, cut and paste, Ctrl+J duplicates the selection, Delete deletes the selected pixels and C crops. Shift adds to a selection and Alt takes away from it.
Ctrl and the mouse wheel zoom. The mouse wheel alone, or a drag with the space bar held down, moves the texture.
Esc first takes back a stroke under way, then puts the pipette down and closes Replace colour, then lets the selection go, and last closes the editor.