UI Packs

Oak Panel UI Kit — double-framed panels and buttons

Double-framed nine-slice warm oak window panels, inset list frames and four tab button states, as SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • nine-slice
  • panel
  • button
  • menu
  • double
  • fantasy
  • rpg
  • wood
warm oak game menu panel with a polished brass title strip and a recessed list area, next to a column showing the same tab button in default, outlined hover and pushed-in pressed states
1600×800 previewtransparency shown as checkerboard

About this pack

A warm wooden frame for the kind of game that has an inventory grid and a quest log. Two concentric borders with a gap between them give it a carved look instead of a flat brown rectangle, and the tab-shaped buttons sit on a brass baseline so a row of them reads as a set of pages rather than a row of separate controls. Everything here is a size up from a standard kit, because a fantasy menu is usually looked at, not glanced at.

Two nine-slice panels — a double-framed window frame with 32 px corners and a recessed inset frame with 20 px corners — cover almost every box a menu needs: dialogs, inventory grids, list backgrounds, tooltips and stat panels. Two concentric borders with a gap between them read as carved rather than drawn, which is what separates a crafted interface from a rectangle with a stroke. Both stretch cleanly to any size because the corners never scale and the centre is a flat fill.

On top of the panels sit four tab button states: default, hover, pressed and disabled. They are drawn on the same 160×48 base with 16 px corners, so you can swap the texture on a single button widget and get the whole interaction loop without moving a rectangle. The pressed state drops its face two pixels and removes the top highlight rather than just darkening, which is what makes a button feel clicked rather than merely recoloured.

Everything ships twice. The SVG sources are the files the kit was drawn in — open them, change the six wood-brown tones or the single polished brass accent, and re-export. The PNG exports are flat, transparent and pre-scaled at 1x, 2x and 4x for engines that want bitmaps, with no premultiplied alpha and no baked-in shadow outside the sprite bounds.

Download

Direct link · no sign-up · no wait page
Download ZIP37 kB

Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP37 kBGet →
Window panel, editable SVGSVG2.3 kBGet →
Button (default state), editable SVGSVG513 BGet →

How to use it

  1. In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set the border to 32, 32, 32, 32 for the window panel and 16, 16, 16, 16 for the buttons; then set Image Type to Sliced on the UI component.
  2. In Godot 4, use a NinePatchRect and set the patch margins to the same numbers, or drop the SVG straight in and let Godot rasterise it at the scale you set in the import options.
  3. In Unreal, import as a Texture2D, create a Slate Brush with Draw As set to Box, and enter the margin as a fraction of the texture size — 0.25 for the 128 px panel and 0.1 for the 160 px button.
  4. For crisp results at non-integer UI scales, use the 2x or 4x PNG rather than upscaling the 1x, or point your engine at the SVG source and let it rasterise at the final size.
  5. The brass accent is a single value in the SVG — swapping it for silver or verdigris re-skins the whole kit for a different faction without touching the wood tones.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Oak Panel UI Kit — double-framed panels and buttons" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/oak-panel-ui-kit