How to Save a PNG File in Paint
Saving correctly is as important as drawing correctly. A pixel-perfect icon stored in the wrong format, the wrong folder, or under the wrong name is harder to find and may not even load inside the game. For Unturned™ mod developers contributing to 57 Studios™ asset packs, PNG is the universally accepted format for icons and texture overlays because it preserves every pixel without lossy compression. This reference covers File → Save As → PNG, file naming conventions, choosing a save location, the difference between Save and Save As, and a comparison of every format Microsoft Paint supports.
The save step often receives less attention than the drawing step, but the consequences of a save mistake are at least as serious. A correctly drawn icon saved under the wrong name will be unfindable in a large asset pack. A correctly drawn icon saved in the wrong format will not load in-game. A correctly drawn icon saved to the wrong folder will be excluded from the build pipeline. The disciplines documented in this reference are designed to prevent each of these failure modes from occurring in the first place.
Prerequisites
- A finished or in-progress image on the Paint canvas.
- A target folder for the saved file. Ideally a folder structure already established for the mod project, such as a
TexturesorIconssubfolder. - Familiarity with Windows File Explorer for navigating to the target folder.
- A canvas at the correct dimensions for the asset type. (See How to Set Canvas Size for Icons.)
- An understanding of the mod project's naming convention. If no convention has been established, the recommendations in this article are a sound default.
What you'll learn
- The difference between Save and Save As.
- How to save as PNG using File → Save As.
- File naming conventions for Unturned icons.
- A comparison of Paint's supported file formats.
- A decision flowchart for choosing the correct format.
- How to verify a successful save.
- How to recover from a save mistake.
- The relationship between PNG file size and pixel content.
Background
PNG, which stands for Portable Network Graphics, was created in 1996 as an open replacement for the GIF format. PNG uses lossless compression, which means every pixel of the original is preserved exactly. For pixel art this is essential: any lossy compression would alter the careful pixel-by-pixel composition.
Microsoft Paint has supported reading and writing PNG since Windows XP (2001) and continues to support it in every subsequent version. The current Windows 11 build retains PNG as one of its primary save formats alongside JPEG, BMP, GIF, TIFF, and (on supported systems) HEIC.
PNG was specifically designed to address two limitations of the earlier GIF format: the 256-color palette ceiling and the patent encumbrance on the LZW compression algorithm. PNG removed both constraints, introducing true 24-bit color (16.7 million colors) and a fully open compression algorithm based on DEFLATE. For pixel art the 24-bit color depth is rarely fully utilized — pixel art typically uses a limited palette of 8 to 32 colors — but the lossless compression is essential.

Save vs Save As
Paint exposes two save operations. They behave differently and choosing the wrong one is one of the most common mistakes made by new modders.
| Operation | Shortcut | Behavior |
|---|---|---|
| Save | Ctrl + S | Overwrite the current file in place. If the file has never been saved, behaves like Save As. |
| Save As | Ctrl + Shift + S | Open the Save As dialog and prompt for name, folder, and format. |
Save overwrites
If you open rifle.png, modify it, and press Ctrl + S, Paint silently overwrites the original. There is no confirmation prompt. Use Save As whenever you want to keep the previous version intact.
When to use Save versus Save As
Save (Ctrl + S) is the right operation for in-progress updates to a file that has already been saved at least once and whose previous state you do not need to retain. The typical case is mid-session checkpointing during a single editing pass on an icon you have been working on.
Save As (Ctrl + Shift + S) is the right operation in the following situations:
- First save of a new file. The file has never been saved, so Save As is required to assign a name and location.
- Version snapshot before a risky change. Save the current state under a versioned filename (
rifle_v2.png) before making a change that you may want to roll back. - Format conversion. The file is currently in one format (BMP, for example) and you want to save a copy in another format (PNG).
- Branching to a variant. The current icon is the baseline, and you want to start a variant (
rifle_skin_arctic.png) without disturbing the baseline.
The version-snapshot pattern from the 57 Studios workflow conventions calls for a Save As to a versioned filename before any architecture-shifting change. The versioned files accumulate alongside the canonical filename, providing a rollback path if a change breaks something.
Saving as PNG using Save As
The recommended workflow for every new icon.
- Click File in the upper-left corner.
- Hover over Save as.
- A submenu appears with file format choices. Click PNG picture.
- The Windows Save As dialog opens.
- Navigate to the target folder using the left sidebar (Quick access, This PC, etc.) and the breadcrumb bar at the top.
- In the File name field, enter the name of the icon. Follow the naming conventions described below.
- Confirm that Save as type reads "PNG (*.png)".
- Click Save.
The file is written to disk. Paint's title bar updates to display the new filename.
Verifying the save succeeded
After clicking Save, three signals confirm the save succeeded:
- The Save As dialog closes. If the dialog remains open, the save did not complete.
- The Paint title bar updates. The title bar now reads
filename.png - Paint(wherefilename.pngis the name you entered). Before the save, the title bar typically readUntitled - Paintor the previous filename. - The file appears in Windows File Explorer. Open the target folder in File Explorer. The new file should be listed with the correct name, the correct file extension (.png), and a modification date of "just now."
If any of the three signals is missing, the save may have failed. Most common causes: insufficient permissions on the target folder, disk full, antivirus interference, or a Paint application bug. Retry the save and observe for error messages.
Sequence of the save dialog
File naming conventions
Filenames matter. Unturned mods reference assets by name, and a naming convention applied consistently across an asset pack saves hours of confusion later.
Suggested conventions for 57 Studios contributors:
- Use lowercase letters only.
- Replace spaces with underscores or hyphens, never with spaces.
- Use descriptive nouns that match the in-game item name.
- Use a suffix to distinguish variants:
_icon,_thumb,_skin,_preview. - Prefix mod assets with a mod tag to avoid collisions:
sevenfive_rifle_a_icon.png.
| Example | Status |
|---|---|
rifle.png | Acceptable but generic. |
Rifle Variant A.png | Avoid spaces and capital letters. |
sevenfive_rifle_a_icon.png | Recommended. |
RIFLE_A.PNG | Avoid uppercase. |
rifle a.png | Avoid spaces. |
Pro tip
Establish the naming convention before the first icon ships. Renaming files across a finished asset pack is tedious and risks breaking references in mod configuration files.
Why lowercase matters
Different file systems treat case sensitivity differently. Windows is case-insensitive (Rifle.png and rifle.png refer to the same file). Linux, on which many Unturned dedicated servers run, is case-sensitive (Rifle.png and rifle.png are two distinct files). A mod authored on Windows with mixed-case filenames may fail to load on a Linux server because the configuration file references one case and the file system stores another.
Using lowercase consistently sidesteps the cross-platform compatibility issue entirely. The asset references will resolve correctly on any platform.
Why no spaces
Spaces in filenames cause two recurring problems:
- Shell and command-line escaping. Filenames with spaces must be quoted when passed to command-line tools. Many mod build pipelines invoke command-line tools, and an unquoted filename with a space is interpreted as two separate arguments. The build fails or produces incorrect output.
- URL and configuration encoding. Some Unturned configuration files reference assets by URL-style paths. A space in a path must be URL-encoded as
%20, which is brittle and error-prone.
Using underscores or hyphens in place of spaces sidesteps both problems. Underscores are typically preferred because they remain visible at typical font sizes; hyphens can be misread as compound-word separators in some contexts.
Why mod tags
Multiple mod authors may use the same generic name for an asset (rifle.png, pistol.png, backpack.png). When two such mods are installed simultaneously, the asset bundles may collide. A mod tag prefix (sevenfive_rifle.png for a 57 Studios rifle, acme_rifle.png for an Acme Modding rifle) prevents the collision.
The mod tag should be short, distinctive, and consistent across the entire asset pack. The 57 Studios convention is sevenfive_ as the prefix for all assets.
Choosing a save location
The save location should mirror the structure of the mod project. A typical layout:
MyUnturnedMod/
Assets/
Items/
Rifle/
Icon.png
Icon_Skin.png
Vehicles/
Sedan/
Thumb.png
Config/
Items.datMatch the mod tool expectations
Unturned's mod tools and the Unity Editor expect specific folder structures. Always save into the folder that the asset bundle build process will consume. Saving to the desktop and copying later is a recipe for outdated assets in the bundle.
Folder structure principles
A well-organized mod project folder structure has the following properties:
- Mirrors the in-game category structure. Items go in an
Itemsfolder, vehicles in aVehiclesfolder, maps in aMapsfolder. The structure matches the way Unturned itself organizes content. - One folder per asset. Each individual asset (one rifle, one pistol) gets its own folder. The folder holds the icon, any variants, the configuration file, and any supporting assets.
- Predictable filenames within folders. Within each asset folder, filenames follow a consistent pattern:
Icon.pngfor the main icon,Icon_Skin_<name>.pngfor skin variants,Thumb.pngfor thumbnails. - No spaces in folder names. The same rationale as filenames applies to folder names.
- Reasonable nesting depth. Avoid nesting more than four levels deep. Deep nesting causes path-length problems on Windows (260-character limit) and makes manual navigation slow.
Avoid the desktop
A frequent mistake is saving icons to the desktop with the intention of moving them into the project folder later. The mistake is frequent because the desktop is the default save location for many Paint sessions, and the additional clicks to navigate to the project folder feel like friction.
The cost of the shortcut is high. Desktop-saved files are easy to forget. The asset bundle build process does not pick up desktop files, so any icon saved to the desktop and not subsequently moved is effectively lost from the build. The few seconds saved on each save become hours of debugging when the build does not include the latest assets.
The discipline is: never save to the desktop. Always navigate to the project folder for every save.
Comparison of formats Paint supports
| Format | Compression | Transparency | Best use | Saves in Paint |
|---|---|---|---|---|
| PNG | Lossless | Limited (see next article) | Icons, textures, screenshots | Yes |
| JPEG | Lossy | No | Photographs, web preview | Yes |
| BMP | None | No | Legacy applications, Windows defaults | Yes |
| GIF | Lossless (8-bit palette) | Single transparent color | Simple animations, palette art | Yes |
| TIFF | Lossless | Yes | Print and archival | Yes |
| HEIC | Lossy or lossless | Yes | Modern phones (iPhone) | Yes (Windows 11 with extension) |
Never save Unturned icons as JPEG
JPEG is a lossy format optimized for continuous-tone photographs. Saving pixel art as JPEG produces visible compression artifacts around every hard edge. Always use PNG.
Format selection rationale
PNG is the correct format for Unturned modding for four reasons:
- Lossless compression. Every pixel is preserved exactly. The bytes written to disk decode back to a pixel-identical copy of the canvas.
- Alpha channel support. PNG supports a per-pixel alpha channel, which is required for icons that need transparent backgrounds. (Microsoft Paint itself does not write the alpha channel; see Why Your PNG Has a White Background for the workflow that adds transparency.)
- Wide engine support. Unity, the engine Unturned uses, reads PNG natively without conversion. The asset bundle build pipeline accepts PNG directly.
- Universal tool support. Every image editor, every viewer, every web browser, and every game engine supports PNG. The format is the lingua franca of digital images.
JPEG, BMP, GIF, TIFF, and HEIC are not appropriate for Unturned modding for the following reasons:
- JPEG: lossy compression destroys pixel-art edges.
- BMP: no compression, producing large files; no alpha channel.
- GIF: 256-color palette is unnecessarily restrictive; single-color transparency is inferior to per-pixel alpha.
- TIFF: oversized and over-featured for a simple icon; not supported by Unity by default.
- HEIC: proprietary patent encumbrance; not supported by Unity at all.
Decision flowchart for format selection

Visualization: PNG file structure
The diagram illustrates the chunk-based structure of a PNG file. Every PNG begins with an 8-byte signature, followed by an IHDR (image header) chunk, one or more IDAT (image data) chunks holding the compressed pixel data, and an IEND chunk marking the end of the file. The structure is open and well-documented; any conformant PNG reader can parse it.
Advanced considerations
Save As vs Export
Paint does not have a separate Export command. Save As is the only way to choose a format. Other editors (GIMP, Krita, Photoshop) distinguish Save (the editor's native format) from Export (a flat image format). In Paint, every save is effectively an export because Paint has no proprietary format.
The distinction matters when transitioning from Paint to a more capable editor. A GIMP user, for example, may have a .xcf working file that they Export to PNG for use in the mod. In Paint there is no equivalent intermediate format; every save is the final PNG.
Overwriting in place
When you Save As to the same filename as an existing file, Paint displays a confirmation dialog: "The file already exists. Do you want to replace it?" Click Yes only if you intend to overwrite. Click No to return to the dialog and choose a different name.
The confirmation dialog is the only protection against accidental overwrites. Treat it as a checkpoint: read the filename, confirm it is the file you intended to overwrite, then proceed. A click-through-without-reading is the most common cause of lost work in the Paint workflow.
Read-only files
If you try to save into a folder you do not have write access to, the save fails with an "Access denied" error. Choose a different folder, or adjust the folder's permissions via File Explorer → right-click folder → Properties → Security.
Common causes of access-denied errors:
- Folder owned by another user. The folder was created by a different Windows account and the current account does not have write permission.
- Folder on a read-only drive. External drives can be mounted read-only by Windows in some configurations.
- Folder inside a protected system location. Folders under
C:\Program Files\and similar locations are protected by Windows User Account Control and require elevated permissions to write to. - File locked by another process. The file is open in another application (a previous Paint window, an image viewer, the Unity Editor) and is locked for writing.
Filename length and special characters
Windows filenames cannot contain the following characters: \ / : * ? " < > |. Paint shows an error message if you include any. Filenames also have a 260-character path limit, which becomes a problem inside deep folder structures. Keep filenames short and folders shallow.
The complete list of restrictions for Windows filenames:
| Restriction | Impact |
|---|---|
Cannot contain \ | Reserved as path separator |
Cannot contain / | Reserved as path separator in some contexts |
Cannot contain : | Reserved for drive letters |
Cannot contain * | Reserved as wildcard |
Cannot contain ? | Reserved as wildcard |
Cannot contain " | Reserved as string delimiter |
Cannot contain < > | Reserved as redirection operators |
| Cannot contain ` | ` |
| Cannot end in space or period | Filesystem behavior is undefined |
| Cannot be a reserved name | CON, PRN, AUX, NUL, COM1-9, LPT1-9 are reserved |
| Maximum length 255 characters | Per-filename limit |
| Maximum path length 260 characters | Combined path + filename limit (default Windows) |
Confirming the save
After clicking Save, look at the Paint title bar. It should now read "Untitled - Paint" if you have not saved, or "filename.png - Paint" if the save succeeded. The title bar is your confirmation.
If the title bar still reads "Untitled - Paint" after a Save operation, the save did not complete successfully. Reopen the Save As dialog, check the target folder permissions, and try again.
Save during long sessions
Microsoft Paint does not autosave. Long sessions can produce unsaved work that is lost if Paint crashes or the system loses power. The discipline is to save every few minutes during active editing. The Ctrl + S shortcut is fast enough to use without interrupting workflow.
A typical save cadence for a pixel art session:
- Initial save (Ctrl + Shift + S to assign filename and location).
- Save (Ctrl + S) after each major addition to the canvas.
- Save (Ctrl + S) before any operation that might destabilize the canvas (resize, large selection move, color replacement).
- Final save (Ctrl + S) at session end.
For sessions exceeding two hours, consider saving versioned snapshots (Icon_v1.png, Icon_v2.png) every half-hour. The snapshots provide a rollback path if a later change introduces a problem.
FAQ
Why doesn't Paint show a save confirmation? By design. The Save As dialog closes silently on success. The Paint title bar update is the confirmation signal.
Can I save in the same folder as the original? Yes. The Save As dialog opens to the folder containing the current file (if any). To save into a different folder, navigate there before clicking Save.
Does PNG preserve every pixel exactly? Yes. PNG uses lossless compression. The bytes written to disk decode back to a pixel-identical copy of the canvas.
What is the maximum PNG size Paint can handle? Paint can read and write PNGs at very large sizes, but performance degrades above approximately 4096-by-4096 pixels. For icon work this is never a constraint.
Why is the PNG file size so small (or so large)? PNG compresses based on visual complexity. A solid-color icon compresses to a few hundred bytes. A high-detail icon may be tens of kilobytes. Size variation is normal.
Can I save a PNG with a specific compression level? Microsoft Paint does not expose PNG compression settings. The compressor uses default settings, which produce well-compressed output for typical pixel art. More advanced editors (GIMP, Krita, Photoshop) expose compression-level settings if finer control is required.
How do I save a PNG with embedded metadata (author, date)? Microsoft Paint does not support PNG metadata. The saved file contains only the pixel data and the minimum-required header chunks. To embed metadata, save in Paint and then use an external tool (ExifTool, GIMP) to add metadata fields.
Can I save multiple frames in a single PNG? A standard PNG holds a single image. The APNG (Animated PNG) extension supports multiple frames, but Microsoft Paint does not write APNG. For animated icons, use the GIF format (Paint supports GIF writing) or compose the frames into a single PNG strip.
What happens if I save a PNG over an existing file? Paint displays a confirmation dialog. Clicking Yes overwrites the original. The previous content is not recoverable from within Paint. If you need to preserve the original, use Save As to a new filename.
Why does my saved PNG appear larger in File Explorer than the canvas size suggests? PNG file size depends on color complexity, not just pixel count. A 64x64 icon with 1,000 distinct colors compresses to a much larger file than a 64x64 icon with 5 distinct colors. The variation is normal.
Can I save a PNG to a network drive? Yes. Paint treats network drives the same as local drives for save operations. The save may be slower depending on the network speed and the drive's responsiveness.
Does Paint warn me before closing with unsaved changes? Yes. If the canvas has unsaved changes, Paint displays a confirmation dialog when you attempt to close the file or quit the application. The dialog gives you the choice to save, discard, or cancel.
Best practices
- Use Save As (Ctrl + Shift + S) for every new file. Use Save (Ctrl + S) only for in-progress updates to the same file.
- Establish a naming convention before the first icon ships.
- Always save into the folder the mod build process expects. Avoid the desktop.
- Verify the title bar update after every save to confirm the operation succeeded.
- For long modding sessions, save every few minutes. Paint does not autosave.
- Save versioned snapshots before any risky change (resize, color replacement, large selection move).
- Confirm the file is visible in Windows File Explorer with the correct name and a recent modification date.
- Use the mod tag prefix consistently across the entire asset pack.
Appendix A: PNG file size reference
The following table documents the typical PNG file sizes for pixel art icons at standard Unturned canvas dimensions. The sizes assume well-compressed output from Microsoft Paint with default settings.
| Canvas size | Solid color | Simple pixel art | Complex pixel art |
|---|---|---|---|
| 32 x 32 | 200 bytes | 500 bytes | 1.2 KB |
| 64 x 64 | 350 bytes | 1.2 KB | 3.5 KB |
| 128 x 128 | 700 bytes | 3.5 KB | 12 KB |
| 256 x 256 | 1.5 KB | 12 KB | 45 KB |
| 512 x 512 | 4 KB | 45 KB | 180 KB |
The sizes are approximate. Actual file sizes vary with the specific pixel content and the PNG compressor's ability to find repeating patterns. Solid-color images compress very tightly because the entire image is a single repeating value; complex pixel art with varied color and high detail compresses less efficiently.
For reference, a typical mod asset pack with 50 icons at 128x128 pixels averages 3 to 5 megabytes on disk. The full asset pack including configuration files, supporting textures, and the asset bundle binary may be 20 to 80 megabytes total.
Appendix B: file naming convention examples
The following examples show the recommended file naming convention applied to a hypothetical 57 Studios mod featuring a custom rifle with multiple variants.
| Asset | Recommended filename |
|---|---|
| Main rifle icon | sevenfive_rifle_a_icon.png |
| Rifle thumbnail (smaller) | sevenfive_rifle_a_thumb.png |
| Arctic skin variant | sevenfive_rifle_a_skin_arctic.png |
| Desert skin variant | sevenfive_rifle_a_skin_desert.png |
| Urban skin variant | sevenfive_rifle_a_skin_urban.png |
| Magazine icon | sevenfive_rifle_a_mag_icon.png |
| Magazine thumbnail | sevenfive_rifle_a_mag_thumb.png |
| Scope attachment icon | sevenfive_rifle_a_scope_icon.png |
| Scope variant 1 | sevenfive_rifle_a_scope_v1.png |
| Workshop preview | sevenfive_rifle_a_preview.png |
The convention applies consistently across the entire pack. A new contributor reading the filenames can immediately understand which asset belongs to which item, which variant is which, and how the assets relate to one another.
Naming convention rules of thumb
- Mod tag first. Always lead with the mod tag (
sevenfive_) to namespace the asset. - Item identifier second. The item identifier (
rifle_a) is the second component. Use a short distinctive identifier rather than a long descriptive phrase. - Asset role third. The role (
icon,thumb,preview,mag,scope) describes what the asset is for. - Variant identifier last. If the asset has variants (
skin_arctic,v1,v2), the variant identifier is the last component before the extension. - Lowercase throughout. Every component is lowercase.
- Underscores as separators. Underscores separate components; spaces and hyphens are not used.
Appendix C: PNG metadata and color profiles
Although Microsoft Paint does not expose PNG metadata or color profile settings, the saved PNG files do contain some metadata that affects how downstream tools render the image. Understanding the metadata helps when troubleshooting color discrepancies between Paint and other applications.
Color profile
A PNG file may contain an embedded ICC color profile that describes how to interpret the RGB values. The profile specifies whether the RGB values are in sRGB (the standard for web and most game engines), Adobe RGB (wider gamut, used in print), or a custom color space.
Microsoft Paint saves PNG files with no embedded color profile. Downstream tools must assume a color space; most assume sRGB, which is the correct assumption for pixel art and game asset work. Color discrepancies between Paint and other applications are rare for pixel art because pixel art typically uses a small palette of standard sRGB colors.
Pixel format
PNG supports multiple pixel formats: grayscale, RGB (24-bit), grayscale with alpha (16-bit), and RGBA (32-bit). Microsoft Paint always saves in RGB format (no alpha channel), regardless of whether the canvas has transparent regions. The lack of alpha channel is the underlying cause of the "white background" problem documented in Why Your PNG Has a White Background.
Other metadata
A PNG file can contain text metadata (title, author, copyright, description, comment) and timing metadata (creation date, modification date). Microsoft Paint does not write any of these fields. The saved PNG contains only the pixel data and the minimum-required header chunks.
For mod assets, the lack of metadata is acceptable. Mod attribution is typically handled through the mod's overall README or configuration files rather than embedded in individual asset files.
Appendix D: save-time troubleshooting
The following troubleshooting matrix covers the most frequently reported save-time problems and their resolutions.
| Symptom | Likely cause | Resolution |
|---|---|---|
| Save As dialog does not open | Application focus elsewhere | Click Paint window, retry |
| Save As dialog opens to wrong folder | Last-folder default | Navigate to target folder manually |
| "Access denied" error | Insufficient folder permissions | Choose different folder or adjust permissions |
| "File already exists" prompt | Overwriting existing file | Confirm intent or rename new file |
| Title bar still shows "Untitled" after save | Save did not complete | Retry, check error messages |
| File appears in folder but won't open | Disk corruption or interrupted write | Re-save the file |
| File size much larger than expected | Excessive color variation | Acceptable; PNG size scales with complexity |
| File size much smaller than expected | Canvas mostly empty | Acceptable for sparse content |
| Save takes a long time | Large canvas or slow disk | Wait for completion; cancel only if frozen |
| Save fails on network drive | Network interruption | Retry; save locally first if persistent |
| Cannot save with desired filename | Invalid characters in name | Remove restricted characters |
| Path too long error | Folder structure too deep | Move project to shorter path |
The troubleshooting matrix covers the operational problems most frequently surfaced in the 57 Studios community channels. Save-time problems are typically traced to file system or permissions issues rather than to Paint itself.
Appendix E: integration with version control
Although the standard 57 Studios workflow uses file-based version snapshots (saving Icon_v1.png, Icon_v2.png) rather than a formal version control system, some mod projects do use Git or similar version control. The following notes apply to PNG assets in version-controlled mod projects.
PNG and Git
Git treats PNG files as binary. Every change to a PNG file produces a new full copy of the file in the Git history. This is correct behavior but has size implications for projects with many icon updates.
For large mod projects, consider using Git LFS (Large File Storage) for the icon assets. Git LFS replaces the binary content in the repository with a pointer file, storing the actual binary content on a separate server. The repository remains small even as assets accumulate.
Naming convention and version control
The recommended naming convention (lowercase, no spaces, mod tag prefix) is compatible with all common version control systems and platforms (Git, Mercurial, Subversion, GitHub, GitLab, Bitbucket). The convention's avoidance of uppercase letters and spaces sidesteps cross-platform compatibility issues that occasionally arise with mixed-case or space-containing filenames.
Branching for variants
For mod projects with multiple variant tracks (a base mod and several variant packs), use Git branches to maintain the variants. Each branch holds the variant's icon assets; merging or rebasing between branches handles cross-variant updates.
Appendix F: workflow for batch saves
When an asset pack contains many icons, saving each one individually through the Paint File menu is slow. The following workflow streamlines batch save operations for typical asset pack work.
Step 1: prepare the folder structure
Before opening Paint, create the full folder structure for the asset pack in Windows File Explorer. The structure should mirror the in-game category structure (Items/Rifle/, Items/Pistol/, etc.).
Step 2: prepare the filename list
Maintain a text file or spreadsheet listing the full filename for every icon in the pack. The list serves as a checklist during authoring and prevents naming inconsistencies.
Step 3: author and save in sequence
Open Paint. For each icon in the list:
- Set the canvas to the correct dimensions.
- Author the icon.
- Save As to the target folder with the listed filename.
- Cross off the item from the list.
Step 4: verify completeness
After the last icon, open the project root folder in Windows File Explorer and verify that every filename from the list is present. Any missing filenames indicate either an icon that was not authored or an icon that was saved to the wrong folder.
Step 5: backup before build
Before running the asset bundle build, copy the entire asset folder to a backup location. The backup is a safety net against build pipeline mistakes that overwrite or corrupt the source files.
The batch workflow scales to asset packs with 50 to 200 icons without unusual difficulty. Larger packs may benefit from a more automated approach using a dedicated asset management tool.
Appendix G: transitioning to a more advanced editor
Microsoft Paint is an excellent entry point for pixel art and is fully sufficient for most Unturned mod work. For modders who want more capabilities (layers, alpha-aware editing, custom brushes, scripting), the recommended transitions are:
- Paint.NET — free, Windows-only, conceptually a successor to Paint. Adds layers, transparency, and a lightweight plugin system. The interface is familiar to Paint users.
- GIMP — free, cross-platform, fully featured. Adds layers, transparency, filters, scripting, and a large plugin ecosystem. The interface is steeper than Paint's but well-documented.
- Krita — free, cross-platform, focused on digital painting and animation. Adds layers, transparency, brushes, animation timelines, and a script-friendly architecture.
- Aseprite — paid, cross-platform, focused specifically on pixel art and animation. The dedicated pixel-art workflow features (tile editing, animation timeline, color palette management) are unmatched.
- Adobe Photoshop — paid (subscription), cross-platform, industry standard. Adds layers, transparency, full filter and effects libraries, and a large plugin ecosystem.
The transition from Paint to any of the above editors typically takes a few sessions to become comfortable. The same canvas-size, file-naming, and save-format discipline applies in each editor; only the user interface differs.
For 57 Studios workflows, the typical progression is Paint → Paint.NET → Aseprite. The Paint.NET step bridges the gap between Paint's simplicity and Aseprite's pixel-art focus.
Appendix H: history of the PNG format
Understanding the history of the PNG format provides context for why it is the right choice for Unturned modding and why the alternatives are not.
Pre-PNG era (before 1996)
In the early years of digital image distribution on the internet, two raster formats dominated: GIF and JPEG. GIF supported a 256-color palette, lossless compression, and single-color transparency. JPEG supported full 24-bit color, lossy compression, and no transparency.
For pixel art and game icons, GIF was the dominant choice because its lossless compression preserved every pixel and its transparency support allowed icons to be displayed cleanly over varied backgrounds. The 256-color palette limit was acceptable for most pixel art.
The problem with GIF was patent encumbrance. The LZW compression algorithm used by GIF was patented by Unisys, and the patent was actively enforced in the mid-1990s. Software vendors that wrote GIF files had to license the patent. The licensing requirements were a significant barrier to open-source GIF support.
PNG specification (1996-1999)
The PNG format was developed by a working group of open-source contributors in 1996 specifically to address the GIF patent encumbrance. PNG used DEFLATE compression (already in widespread use in the ZIP archive format), which was unencumbered by patents. PNG also expanded the GIF feature set: 24-bit color (16.7 million colors versus GIF's 256), per-pixel alpha channel (versus GIF's single transparent color), and progressive loading.
The PNG specification was finalized as an ISO/IEC standard in 1996 and refined through 1999. The standard is open and royalty-free; any software vendor can read and write PNG without licensing fees.
PNG adoption (2000s)
PNG adoption accelerated in the early 2000s as web browsers gained native PNG support. The Internet Explorer 6 release in 2001 added PNG support with a notable limitation: alpha-channel transparency was not correctly rendered. The IE6 alpha bug was a major obstacle to PNG adoption on the web until IE7 corrected it in 2006.
Game engines adopted PNG more readily than web browsers because game engines control their own rendering pipeline and could implement correct alpha handling from the start. By the late 2000s PNG was the standard format for game icons, textures, and UI assets.
PNG in the modern era (2010s-2020s)
PNG remains the dominant format for game icons and pixel art. The format has been extended with APNG (Animated PNG) for animated images, but the core single-frame PNG specification has remained stable since 1999.
For Unturned modding in 2026, PNG is the universal choice. There is no realistic alternative format that offers comparable lossless compression, transparency support, and engine compatibility.
Appendix I: save dialog UI reference
The Windows Save As dialog presents several controls that influence the save behavior. The following reference documents each control.
Address bar (top)
The address bar shows the current folder path. Clicking the address bar converts it to an editable text field where you can type a path directly. Pressing Enter navigates to the typed path.
Navigation pane (left sidebar)
The navigation pane shows shortcuts to common locations: Quick access, This PC, OneDrive, Network. Clicking a shortcut navigates to that location.
File list (center)
The file list shows the files and subfolders in the current folder. Double-clicking a subfolder navigates into it. Single-clicking a file selects it for overwrite.
File name field
The file name field is where you enter the new filename. The field auto-completes against existing filenames in the current folder as you type.
Save as type dropdown
The save as type dropdown selects the file format. The dropdown is pre-set to the format chosen in the File → Save as submenu (PNG, JPEG, BMP, GIF, TIFF). Changing the dropdown after the dialog opens reassigns the format.
Hide folders toggle
A small toggle at the bottom-left of the dialog hides or shows the navigation pane. Hiding gives more space for the file list; showing makes navigation faster.
Save and Cancel buttons
The Save button writes the file and closes the dialog. The Cancel button closes the dialog without saving.
Keyboard navigation
The Save As dialog supports keyboard navigation:
- Tab: cycle through controls
- Enter: activate the focused button (typically Save)
- Escape: cancel the dialog
- F2: rename a selected file in the file list
- Backspace: navigate to the parent folder
- Alt + Up: navigate to the parent folder
- Alt + Left/Right: navigate back/forward in the folder history
Appendix J: PNG and game engine compatibility
PNG files are read by every major game engine, but specific engine features may interact with the PNG file in ways worth understanding. The following notes apply to Unity (the engine Unturned uses) and to other engines a modder may encounter.
Unity texture import
Unity's texture importer reads PNG files and produces in-engine texture assets. The importer applies several configurable settings to the texture:
| Setting | Default | Notes |
|---|---|---|
| Texture Type | Default | Set to "Sprite (2D and UI)" for icon textures |
| Sprite Mode | Single | Single sprite per PNG |
| Pixels Per Unit | 100 | Conversion factor from pixels to world units |
| Filter Mode | Bilinear | Set to "Point (no filter)" for pixel art |
| Compression | Normal Quality | Set to "None" or "High Quality" for icons |
| Max Size | 2048 | Maximum texture dimension after import |
| Generate Mip Maps | Yes | Disable for UI icons |
The default Unity settings are not optimal for pixel art. The recommended settings for Unturned icons are:
- Texture Type: Sprite (2D and UI)
- Filter Mode: Point (no filter)
- Compression: None or High Quality
- Generate Mip Maps: Off
The Point filter mode is essential for pixel art. The default Bilinear filter blurs the pixel grid and destroys the sharp edges that define pixel art.
Unreal Engine
Unreal Engine reads PNG files through its texture importer. The default settings are appropriate for most asset types but should be adjusted for pixel art. The relevant settings are similar to Unity's: Filter set to Nearest, Compression set to UI, MipMaps disabled.
Unturned does not use Unreal Engine, but a modder transitioning between projects may encounter both engines. The PNG file itself is identical; only the engine-specific import settings differ.
Godot
Godot reads PNG files through its texture importer. The relevant settings for pixel art are: Filter disabled, Mipmaps disabled, Compression set to Lossless.
Web rendering
For mod previews on a website or asset gallery, PNG files render in any modern web browser. The browser's default rendering may apply image smoothing, which blurs pixel art. CSS image-rendering: pixelated disables the smoothing and preserves the pixel grid.
Cross-references
- How to Open Paint — launching the Paint application.
- How to Use the Pencil Tool — placing pixels on the canvas.
- How to Use the Eyedropper Tool — sampling color from the canvas.
- How to Zoom In for Pixel-Level Editing — adjusting the view during authoring.
- How to Set Canvas Size for Icons — sizing the canvas before authoring.
- Why Your PNG Has a White Background — handling transparency after save.
Appendix K: save-time keyboard shortcuts reference
The following keyboard shortcuts are relevant to save operations in Microsoft Paint.
| Shortcut | Action |
|---|---|
| Ctrl + S | Save (overwrites current file) |
| Ctrl + Shift + S | Save As (opens dialog for new file or new name) |
| Ctrl + N | New file (prompts to save current if dirty) |
| Ctrl + O | Open existing file |
| Ctrl + P | Print (also offers Print to PDF) |
| Alt + F | Open File menu |
| Alt + F4 | Close Paint (prompts to save if dirty) |
The Ctrl + S and Ctrl + Shift + S shortcuts together cover the great majority of save operations. Memorize both.
Appendix L: workflow examples from typical asset packs
The following workflows illustrate the save-file step in realistic asset-pack contexts.
Workflow 1: single icon update
A modder receives feedback that the pistol icon in an existing asset pack should be brightened. The workflow:
- Open
sevenfive_pistol_icon.pngin Paint (File → Open, or drag from File Explorer). - Use the Pencil tool to brighten individual pixels.
- Save the file (Ctrl + S). The original file is overwritten with the updated version.
- Verify the title bar shows the filename and the change is reflected in File Explorer's modification date.
- Re-build the asset bundle to incorporate the change.
Workflow 2: new icon in an existing pack
A modder is adding a new sniper rifle to an existing asset pack. The pack's naming convention uses the sevenfive_ prefix.
- Open Paint.
- Set the canvas to 128x256 (2x4 inventory cell).
- Author the sniper icon.
- Save As (Ctrl + Shift + S).
- Navigate to the pack's
Items/Sniper/folder. - Enter the filename
sevenfive_sniper_a_icon.png. - Confirm format is PNG and click Save.
- Verify the file appears in File Explorer.
- Update the pack's configuration files to reference the new icon.
Workflow 3: skin variant of an existing icon
A modder is adding an arctic skin to an existing rifle. The base icon is sevenfive_rifle_a_icon.png.
- Open the base icon in Paint.
- Immediately Save As to
sevenfive_rifle_a_skin_arctic.pngin the same folder. This creates a copy without modifying the base. - Use the Pencil and Eyedropper tools to repaint the rifle in arctic colors.
- Save (Ctrl + S) to overwrite the variant copy with the painted arctic version.
- Verify both files (base and variant) are present in File Explorer.
Workflow 4: thumbnail from existing icon
A modder needs a 64x64 thumbnail for an existing 128x128 icon. Paint supports this through resize.
- Open the 128x128 icon.
- Save As to the thumbnail filename (
sevenfive_pistol_thumb.png) without modifying. - Resize the canvas to 64x64 (Home tab → Resize).
- Accept the resize quality (note: pixel art typically does not resize cleanly; consider authoring the thumbnail directly at 64x64 instead).
- Save (Ctrl + S) to overwrite the thumbnail file with the resized version.
The Workflow 4 approach is acceptable when the resize quality is good enough for the thumbnail use case. For sharp pixel-art thumbnails, authoring directly at the target size is preferred.
Workflow 5: emergency recovery
A modder accidentally saved over the wrong file. The workflow for recovery:
- If a version snapshot exists. Copy the latest version snapshot (
sevenfive_rifle_v3.png) over the canonical filename (sevenfive_rifle_icon.png). The snapshot becomes the new canonical version. - If no version snapshot exists but the file is in a Git repository. Use
git checkoutto restore the previous committed version. - If neither snapshot nor version control exists. Check the Windows Recycle Bin for a deleted previous version. If not found, the file must be re-authored.
The emergency recovery scenarios reinforce the importance of the version-snapshot discipline. A modder who has been saving snapshots consistently has a quick recovery path; a modder who has not is reduced to re-authoring lost work.
Appendix M: save quality and the asset-pack quality bar
The save step is a quality-control checkpoint, not just a write-to-disk operation. The discipline of careful saving feeds directly into the overall quality of the asset pack. A pack with consistent naming, organized folder structure, and verified saves looks more polished and is easier to maintain than a pack with ad-hoc names and scattered files.
The 57 Studios quality bar for asset packs includes the following save-related criteria:
- Every icon follows the naming convention. The
sevenfive_prefix, lowercase letters, underscore separators, and descriptive suffixes are applied to every file. - Every icon is in the correct folder. The folder structure mirrors the in-game category structure. No icons are loose at the project root or in the Windows desktop.
- Every icon is saved as PNG. No JPEGs, no BMPs, no TIFFs. PNG only.
- Every icon has been verified after save. The title bar update, the File Explorer presence, and the modification date have been checked.
- Every icon has a version snapshot. A versioned copy exists alongside each canonical file for rollback purposes.
Packs that meet all five criteria are considered "ship-quality" and may be released without further review. Packs that fail one or more criteria require remediation before release.
The quality bar may sound demanding, but in practice it is the natural outcome of consistent discipline applied to every save operation. The discipline takes a few extra seconds per save and saves hours of rework later in the project lifecycle.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2024-03-04 | 57 Studios | Initial publication. Save As walkthrough, format comparison, naming conventions. |
| 1.1 | 2024-05-22 | 57 Studios | Added decision flowchart, dialog sequence diagram, advanced considerations section. |
| 1.2 | 2024-09-11 | 57 Studios | Expanded folder structure discussion, added format selection rationale. |
| 1.3 | 2025-02-14 | 57 Studios | Added save verification procedure, restructured FAQ, added best practices. |
| 2.0 | 2026-04-30 | 57 Studios | Major expansion. Added file size reference, batch save workflow, troubleshooting matrix, transition guidance. |
Next steps
Your icon is saved as a PNG. When you load it into the Unturned inventory or preview it on a transparent background, you may notice something unexpected: the area you expected to be transparent appears white. The next reference page explains why this happens and what to do about it. Continue to Why Your PNG Has a White Background.
