# Texture Creator

Sometimes you don't want to leave the tool to open Photoshop — you just want to recolour a jacket, drop a logo on a hoodie or fix a seam. The **Texture Creator** lets you paint a texture **directly on the 3D garment**, with every stroke updating the model live.

:::hint{type="info"}
The Texture Creator is a **premium** feature. The rest of the editor — importing, previewing, validating and building — stays free.
:::

## Opening it

Select an item, then open the **Texture Creator** for the variant you want to paint. The garment loads onto the ped and your brush works straight on its surface — what you paint is what ships.

## Tools

| Tool           | What it does                                                              |
| -------------- | ------------------------------------------------------------------------- |
| **Brush**      | Freehand paint in the current colour.                                     |
| **Eraser**     | Paint back to transparent / the layer below.                              |
| **UV Fill**    | Click a UV island to flood-fill just that island.                         |
| **Eyedropper** | Sample a colour straight off the model.                                   |
| **Shape**      | Rectangle, ellipse or line. Hold **Shift** for a perfect square / circle. |
| **Move**       | Reposition and scale placed decals and image layers.                      |

### Brush settings

Adjust **Size**, **Hardness**, **Flow** and **Opacity** for anything from a hard logo edge to a soft weathering pass. **Mirror (symmetry)** paints both sides at once, and **Clip to UV island** stops paint bleeding across seams.

## Colour

An **HSV square + hue bar**, plus **R/G/B and hex** entry, a **saveable palette** for your recurring brand colours, and the eyedropper for matching anything already on the model.

## Layers

Stack as many layers as you need — **fill**, **image**, **text**, **gradient** and **paint** layers — each with **blend modes**, **opacity** and a per-layer **mask**. Reorder them freely; the model updates as you go.

## Decal library

Import a logo or PNG **once** and reuse it across every project. Drop it on the garment and position it with the **Move** tool. Great for team badges, sponsor logos and recurring patches.

## Saving your work

* **`Ctrl+Z` / `Ctrl+Y`** — undo / redo.
* **`Ctrl+S`** — save a re-openable **`.kctpaint`** file, so you can come back and keep editing layers later.
* **Done — keep on item** — bakes the result into a **new texture variant** on the item, ready to build.
* **Autosave & crash recovery** restores unsaved work if the app closes unexpectedly.

:::hint{type="success"}
The Creator reads a wide range of source textures — **BC1–BC5, BC7 and BC6H (HDR)** DDS — so you can paint on top of textures you already have.
:::

## Related pages

- [3D Preview](/cloth-tool/about-the-tool/3d-preview) — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- [Building](/cloth-tool/about-the-tool/building) — When your project is ready, hit Build and choose the FiveM target.
- [Importing](/cloth-tool/about-the-tool/importing) — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
- [Interface](/cloth-tool/about-the-tool/interface) — The main window is split into three panels.
- [Items and Textures](/cloth-tool/about-the-tool/items-and-textures) — An item is one garment or prop.
- [Texture Optimization](/cloth-tool/about-the-tool/texture-optimization) — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
- [About the Tool](/cloth-tool/about-the-tool) — back to the section overview
