rdPalettes Tutorial 3.1 – Creating custom palette skins

Last Updated: 7th June 2026
Tutorial created using rdPalettes version 1.0


You can easily create completely custom palette windows exactly how you want them to look in a paint package and use them with rdPalettes. Along with an image texture, a mask texture is needed to define where the buttons and slots are in the palette.

The main texture can be any format and size (the mask size must be equal), the Alpha channel can be used at will for translucency

To keep things uniform between different skins, a loose convention can be used. The main slots for both Landscape and foliage palettes start with an ID of 10 and increment by 10 between each one. This allows sub-class type IDs for things like single foliage items of the main slots foliage selection.


When importing your new textures to unreal – the mask texture must have a few properties set:

  • It should be set to “UI”
  • It should use Nearest Neighbor Interpolation
  • It should be G8 Grey-scale format
  • It should have sRGB disabled