Normal and specular maps on GTA V weapons
GTA V weapons usually use a diffuse (_d), normal (_n) and specular (_s) texture on a weapon_normal_spec… shader; _tnt variants support weapon tints through a palette. Normal maps follow the DirectX convention — flip the green channel if your baker exports OpenGL style. Specular maps control where light reflects; start from the vanilla weapon’s textures as a reference for values.
The diffuse texture gives a weapon its colour; the normal and specular maps give it shape and material. A good normal map makes a low-poly receiver look machined, and a correct specular map separates matte polymer from polished steel. Get either wrong and the gun looks plastic or inside out.

#The texture set
| Texture | Suffix | Stores |
|---|---|---|
| Diffuse | _d | Base colour (and sometimes alpha) |
| Normal | _n | Surface direction detail — scratches, knurling, screws |
| Specular | _s | How strongly and sharply each area reflects light |
The shader on each model material decides which textures are used. Check the material in CodeWalker or Sollumz before creating textures — a material on a diffuse-only shader ignores your normal map entirely.
#Weapon shaders
Vanilla weapons use shaders from the weapon_normal_spec… family. Variants ending in _tnt read a tint palette so the weapon supports tints; others add detail maps, cutout alpha or emissive parts. Keep the vanilla shader when you retexture, and choose a _tnt variant for add-on weapons that should support tints — see weapon tints.
#Normal maps
- Bake from a high-poly model onto the game model (Blender, Substance, Marmoset).
- GTA V uses DirectX-style normal maps. If lighting looks inverted (bumps look like dents), flip the green channel.
- Keep the normal map flat (128,128,255) where there is no detail.
- Compress as BC5 or BC3 — see DDS formats.
#Specular maps
Bright areas reflect strongly (bare metal edges, polished parts), dark areas stay matte (polymer grips, rubber). A uniformly bright specular map is why many add-on guns look like wet plastic. Open the vanilla weapon’s _s texture next to yours and match its overall brightness before adding your own variation.
#Common shading problems
| Looks like | Likely cause |
|---|---|
| Bumps look like dents | OpenGL normal map — flip green |
| Whole weapon glossy | Specular map too bright |
| Flat, painted-on detail | Normal map missing or shader without normal support |
| Blocky shading on curves | Normal map compressed as BC1 |
| Seams along UV edges | Bake padding too small or mismatched tangents |
Questions
Does GTA V use DirectX or OpenGL normal maps?
Why is my add-on weapon too shiny?
_s texture and tone it down.What does _tnt mean on a weapon shader?
Do I need a specular map?
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The reference tables this guide leans on, free and without an account.
- The 100 blip colour indexesEvery index SetBlipColour accepts, with the hex value the radar actually draws.