FOR FIVEM · ART STYLE
Photoreal designs
Scenes that read as a photograph: real depth of field, real haze, light that falls off the way light does.
- 31
- designs in this style
- 25%
- of the catalogue
- 20
- formats each
- 8
- hues represented

Anime Rooftop Photoreal
A rooftop above a city at the end of the day, clouds stacked to the top of the frame.

Arcade Grid Photoreal
A vanishing-point grid under a dark sky, the oldest shorthand for synthetic space.

Battle Drop Photoreal
High altitude, aircraft trails, a landscape far below under broken cloud.

Block Party Photoreal
A street at night with people, lights strung overhead and warm windows.

Blocky Isles Photoreal
Low-poly islands over water, a deliberate geometric reduction of a landscape.

Canyon Highway Photoreal
A road cut through red rock, long shadows and a hard warm light.

Chop Shop Photoreal
A stripped car under a work light in a bare industrial unit, with nothing decorative in the frame at all.

Desert Trailer Photoreal
A trailer and a chain fence in flat desert light, nothing romantic about it.

Downtown Dusk Photoreal
Towers against the last light, windows beginning to come on.

Drift Night Photoreal
Tyre smoke lit from behind by headlights, the car itself mostly implied rather than shown.

Foggy Forest Road Photoreal
A road disappearing into trees and fog, almost no colour at all.

Gang Corner Photoreal
A street corner at night under a failing streetlight, shutters down, nobody in frame.

High Fantasy Photoreal
Spires, impossible geography and light coming from somewhere there is no sun.

Hillside City Photoreal
A city climbing a hill, seen across water, lights stepping up the slope.

Money Vault Photoreal
A vault door and stacked cash under hard directional light, shot close and tight.

Neon Shore Photoreal
A tropical shoreline at the last minute of dusk, still water holding the whole sky.

Palm Boulevard Photoreal
A wide boulevard lined with palms, the light coming straight down it.

Parking Meet Photoreal
A multi-storey at night, sodium light, concrete and empty bays.

Patrol Night Photoreal
Blue and red light on wet road, the rest of the frame left dark.

Penthouse Photoreal
A city seen from inside, through glass, with the room reflected faintly over the view.

Port Cranes Photoreal
Container cranes against a flat sky, industrial geometry at scale.

Rain Alley Photoreal
A narrow alley in heavy rain, light bouncing off every wet surface.

Snow City Photoreal
A city under snow, the whole frame lifted into a pale high key.

Space Orbit Photoreal
A planet limb, a hard terminator line and a sun that has no atmosphere to soften it.

Storm Skyline Photoreal
A city under a breaking storm, with one shaft of light and a great deal of weight hanging above it.

Supercar Garage Photoreal
A polished showroom floor with light strips overhead and a car reflected whole in the surface of it.

Survival Camp Photoreal
A camp at the edge of woodland, firelight against failing daylight.

Tactical Dust Photoreal
Dust, hard sun and low structures. Desaturated to near-monochrome with one warm cast.

Toxic Swamp Photoreal
Still water, dead trees and a green cast that is clearly not natural.

Vice Pier Photoreal
A pier at night, strung lights over water, pink and cyan doing all the work.

Wet Asphalt Photoreal
A road surface after rain, almost abstract, light smeared across it.
What photoreal is good at
And what it costs you.
Photoreal plates are the safest choice for a server that wants to look like an established operation rather than a project. They carry depth without carrying a mood, which means the lettering and the palette do the identity work and the backdrop stays a backdrop.
They also hold up best at the extreme ratios. A photographic plate cropped to 1865x108 still reads as a place, because atmospheric haze and a horizon line survive almost any crop. A stylised composition with a focal subject does not.
Where they are weaker: at 96x96 and 300x300 a photoreal scene becomes a smear of colour, so the small square formats lean entirely on the emblem. That is true of every style, but it costs photoreal the most because detail is what it is for.
Hues in this style
Measured from the rendered artwork rather than declared. Every palette slot is editable either way.
FAM Tools is an independent studio. We are not affiliated with, endorsed or sponsored by Take-Two Interactive, Rockstar Games, Cfx.re or the FiveM project, and we neither own nor license any Grand Theft Auto asset. Every graphic shown on this page was drawn and rendered here. Platform names are used only to describe which slot a file is sized for.