The Studio at a Glance#
/clothingdesigner opens the studio full screen. It is a single window with no tabs, and everything you need is visible at once:
Area | What is there |
|---|---|
Top bar | The active template, the tool belt with Undo and Redo, then Presets, Design History, Save, Saved Designs, Admin (the gear icon), Controls, and the red × that closes the studio. |
Wardrobe (left) | Every template, filtered by gender, slot and type, with a search box. |
UV canvas (centre left) | The flat 1024 × 1024 texture you paint on, with the UV Guide overlay that shows where each part of the garment sits, and zoom. |
3D preview (centre right) | The real garment mesh wearing your texture, updated as you work. You can paint on it directly. |
Inspector (right) | Texture Variations, the Layers list and each layer's settings, the capacity meters, and the Publish button. |
Presets, Design History, Saved Designs and Admin open as drawers on the right; Esc or a click outside closes them. With no drawer or dialog open, Esc closes the studio.
Templates#
Every design starts from a template: a real GTA V drawable that the published item is built on, so it fits, moves and clips exactly like the base game's clothing. 99 ship with the resource:
Slot | Chip | Male | Female |
|---|---|---|---|
Tops — T-shirts, hoodies, jackets |
| 15 | 14 |
Legs — pants and shorts |
| 6 | 8 |
Shoes |
| 13 | 7 |
Masks |
| 5 | 7 |
Undershirts |
| 9 | 4 |
Decals |
| 5 | 4 |
Chains and ties |
| 1 | 1 |
In the Wardrobe, choose Male or Female — it opens on your own character's gender — then narrow the list with a slot chip and, where a slot has several, a type: Standard, Sleeveless, Short Sleeve, Long Sleeve, Shorts, Pants, Low Cut, High Top. The search box matches names, slot codes, types and addon pack names. Click a card to start. If the canvas already holds work, the studio asks first and keeps the replaced canvas in Design History as a Draft.
A design belongs to one gender. Male and female clothing live in separate collections, and a male collection simply does not exist on a female ped — design on the gender that will wear it.
Your own drawables and the addon packs already on your server become templates too, under the Addons chip — see Addon Clothing and Custom Templates below.
Designing#
The canvas is a stack of layers. Every stroke, text, shape, picture and preset is a layer of its own, so nothing you add ever bakes over something you can no longer move or recolour.
The tools#
Tool | Key | What it does |
|---|---|---|
Select |
| Click a layer to select it and drag to move it. Pictures, text and shapes get corner handles to resize and a handle to rotate. |
Brush |
| Freehand painting, size 4–128. Works on the canvas and straight on the 3D garment. |
Eraser |
| Erases everything below it in the current variation, size 4–160. Layers added afterwards stay on top. Also works in 3D. |
Image |
| Places a picture from your PC or from a link — see Pictures and logos below. |
Text |
| Click the canvas to drop a text layer, size 12–256. Change the words, size and colour afterwards in its settings. |
Fill |
| Sets the base colour of the variation. It is always the bottom layer and never covers other work. |
Shade Dropper |
| Picks a colour from the canvas and hands it to the Brush. |
Shapes |
| Rectangle, Circle, Line, Star, Polygon and Ring, size 24–512, with a fill and a stroke. Click the canvas — or the 3D garment — to drop one. |
Every colour field takes a hex value and offers a row of quick swatches.
Shortcuts#
Key | Does |
|---|---|
| Undo — up to 50 steps. A whole stroke or drag counts as one. |
| Redo |
| Save the design |
| Delete the selected layer |
| Zoom the canvas in, out, and back to 100%. The mouse wheel zooms too, from 40% to 500%. |
| Show or hide the Controls overlay |
| Close a drawer or dialog. With none open, close the studio. |
Layers#
The Layers list shows the top layer first. Each row has arrows to move it up or down, an eye to hide it — a hidden layer is left out of the published texture too — a duplicate button and a delete button. Click a row to open its Layer Settings:
Every layer — Opacity.
Pictures, text and shapes — Mirror, Bring back to the middle, and Lock, so the layer cannot be dragged by accident.
Text — the words (up to 64 characters), the size and the colour.
Shapes — fill, stroke and line thickness.
Pictures — width and height.
Patterns — two colours and the pattern scale.
Presets#
The Presets drawer paints the whole garment in one click: 56 designs in seven groups, built from procedural camo, digital camo, stripes, checks, dots, carbon fibre, hexagons, leopard print, noise and scales. A preset replaces the layers of the current variation and stays fully editable afterwards — recolour it, move it, paint over it, or undo it with Ctrl+Z.
Group | Presets |
|---|---|
Solid | Bone, Charcoal, Crimson, Ember, Mustard, Forest, Teal, Royal, Violet, Rose |
Camo | Woodland, Desert, Urban, Navy, Snow, Pink Camo, Digital Green, Digital Grey |
Pattern | Red Stripes, Navy Stripes, Black Stripes, Checkerboard, Race Flag, Polka Dots, Candy Dots, Carbon, Blue Carbon, Hex Tech, Toxic Hex, Dragon Scales |
Animal | Leopard, Snow Leopard, Pink Leopard |
Sport | Home 10, Away 7, Hornet 9, Pitch 11, Court 23, Racing 1, Varsity, Track |
Street | Graffiti, Pastel Pop, Mono Shapes, Neon Grid, Sunset Fade, Ocean Fade, Static, Starfall |
Luxury | Gold Hex, Gold Dots, Pinstripe, Royal, Emerald, Sterling, Onyx |
The 3D preview#
The right half of the studio shows the actual garment mesh wearing your design. Drag to orbit (right-drag always orbits) and scroll to zoom. With Brush or Eraser you paint straight onto the garment; with Shapes, a click on it drops the shape; with Select, drag a picture, text or shape across the garment to move it where it belongs. Garments whose two sides share one texture area — trouser legs, for instance — repeat it exactly as the game does.
Pictures and logos#
Image (I) opens Place an Image: pick a PNG, JPG or WebP from your PC, or paste an image link. Links are fetched by the server, never by a player's game. The picture lands in the middle of the canvas as a new layer — at most 768 px on its long side, proportions kept — ready to move, resize, rotate, mirror or lock. What may be linked, and how large, is set under Settings → Images.
Texture Variations#
One published item carries up to 26 texture variations, lettered A to Z — the colours a player cycles through in their clothing menu for the same piece. Each variation has its own layers.
New Slot (+) adds an empty variation on the next free letter.
Duplicate this variation copies the current one — the quickest way to build a colourway: duplicate, then recolour.
Hover a letter and press × to delete it. Ctrl+Z brings it back.
Only variations with at least one layer are published, renumbered from A in order. On an imported template, the pack's own textures load as locked layers named Original A, Original B… — one variation each — so you paint on top of the original instead of starting from a blank garment.
Saving and History#
Drawer | What it keeps |
|---|---|
Saved Designs | Your designs, stored on the server. Save (Ctrl+S) creates one; once a design is saved or published, Save updates it in place. Each card can be reopened, renamed, deleted, or worn when it has a live published item. Limited by Saved designs per player (50). |
Design History | The last 60 designs made on this computer: everything published, saved, or set aside by switching templates. Click one to put it back on the canvas. |
Publishing saves too. A published piece is always kept as a design — outside the saved-design limit — and publishing again from that design updates the same item in place instead of creating a second one.
Publishing#
Press Publish at the bottom of the Inspector:
Name it
Give the item a name of up to 40 characters. The chips show which variations go out — empty ones are skipped. Shoes also get a High heels switch that raises the ped to heel height.
Read the pre-flight checks
Texture variations (
3/26), the item name, the drawable budget —38/128 -> qsc_m #37, exactly where the item will land — and, for props, the global prop budget. A red row blocks the publish until it is fixed.Publish
The studio renders every variation and uploads it — only what the server does not already have. The server then builds the collection itself: it patches the template drawable, compresses the textures to BC3 with mip levels, generates the
.ymtand deploys it in a guarded cycle. Usually under half a minute.Wear it
The result screen shows where it went (Top,
qsc_m #37— the copy button givescomponent:11 qsc_m #37), lets you choose a variation, and Wear it now puts it on. Players find it in their appearance menu straight away.
What players see#
When a publish changes the streamed clothing, every player goes through a short guarded cycle: published pieces come off, qs-clothing-assets stops, the new files are written, it starts again, and every outfit goes back on by itself. Several publishes that land together are folded into one cycle.
When a piece that was already published changes — an edit or a retire — players also see a full-screen Clothing Update — One key press needed card and press E. That empties the game's clothing streaming cache, so nobody keeps the old version in memory. Players stay exactly where they are: the character blinks out for a moment and comes back dressed. The key is a FiveM key binding (Refresh clothing streaming cache), so players can rebind it in the game's settings.
A brand-new piece skips the key press — nobody has an old version of it.
If the build is byte-identical to what is live, nothing cycles at all.
Whoever has not pressed after Flush prompt timeout (90 s) is left behind and sees the previous version of changed items until they reconnect. Nobody is ever kicked.
Live without a restart#
GTA only accepts new clothing declarations — which collections exist and how many drawables each slot has — while the freemode models are out of memory. Clothing Creator works around that in three ways:
Mechanism | How it works |
|---|---|
Reserved cells | Every used slot declares a few free cells ahead of use (8 by default, topped up once fewer than half are left). A publish into a reserved cell is only a file change and is live at once. Each reserved cell shows as an empty option in clothing menus. |
Live declaration | A new slot, a new collection or a used-up reserve is declared inside the publish cycle: every player is moved to a private routing bucket, presses the refresh key, |
Empty server | A declaration that is still waiting is applied by itself the moment nobody is online — or at the next server start. |
With other players online, a publish that needs a new declaration stops on You're not alone on the server: a player whose game still holds a freemode model — they did not press, or another script keeps a freemode ped around — may crash. Apply anyway runs the live cycle; Wait for restart publishes the item and lists it under Waiting for a server restart in the Admin drawer, where Apply now (no restart) — or qsc-apply in the console — takes it live later.
Collections and Capacity#
Published clothing is grouped into collections — qsc_m for male, qsc_f for female — and every engine limit is enforced twice: live in the studio (meters, badges, pre-flight) and again on the server before a file is written.
Limit | Value | When you reach it |
|---|---|---|
Drawables per slot per collection | 128 | An overflow collection opens by itself: |
Texture variations per item | 26 (A–Z) | Hard stop — the letters run out. |
Texture slots per slot per collection | 255 | The pre-flight blocks the publish. |
Global prop indices per anchor | 256, shared with the base game | A warning by default — FiveM lifts this limit, but the meter keeps your packs portable. Enforce prop budget turns it into a block. |
The Inspector's meters show the current slot's Drawables and Variations and the active Collection; they turn amber at 85% and red when full. Admin → Collection capacity shows every slot of both genders.
Editing and retiring#
To change a published item, open its design from Saved Designs, edit it and publish again: it updates in place, in the same cell, so nobody's outfit shifts. To take an item out of the game, use the trash icon next to it in Admin → Published items (Retire). Players wearing it lose it, and its cell stays behind as an invisible placeholder so every other item keeps its number; with Reuse retired slots on, the next publish fills it.
The Admin Drawer#
The gear icon in the top bar. From top to bottom:
Section | What it is for |
|---|---|
Settings | Open settings — every option of the resource, see The Settings below. |
Collection capacity | A bar per slot for male and female: used and free cells. |
Waiting for a server restart | Items published into a cell the game does not declare yet, with Apply now (no restart). |
Needs re-publishing | Items whose texture file is missing from qs-clothing-data. They ship empty until their design is published again; every other item publishes normally. |
Published items | Every live item with its collection and number, and the trash icon that retires it. |
Addon clothing | Turns the clothing packs on your server into templates. |
Custom templates | Scan & import for drawables you dropped into the data folder yourself. |
Addon Clothing#
Every ped clothing pack already on your server can become editable templates: Admin → Open addon clothing → Scan resources.
The scan reads the
stream/folder of every resource and groups the files the way FiveM streams them — by the name before^, as inmp_m_freemode_01_mypack^jbib_003_u.ydd. Folder names do not matter. Stopped resources are scanned too.Import a whole collection with Import all, or pick drawables one by one and use Import selected. Each drawable is validated and copied into
qs-clothing-data/templates/addons/together with what its pack declares for it: character cloth physics, footstep sounds, flags and expression mods. The import runs in the background with a progress bar, so the window can be closed.The pack is never modified, and once imported it is not needed for publishing any more.
Editing an imported template opens it on the pack's own textures, one variation per texture it shipped, each a locked layer you paint on top of, hide or delete.
Removing an imported template (hover it in the list) deletes its copied files. It is refused while a published item is built on it.
Imported templates appear under the Addons chip in the Wardrobe. Importing into a slot the studio keeps off by default — props, head, hair, torso — switches that slot on, unless you switched it off yourself in Settings → Slots. Imported meshes are served to the studio on demand, so players never download them.
Custom templates#
To use a drawable that is not in a resource, drop the .ydd into qs-clothing-data/templates/<male|female>/<slot>/, named like jbib_005_u.ydd or with its streamed name, mp_m_freemode_01_x^jbib_005_u.ydd. Put its .ytd textures (jbib_diff_005_a_uni.ytd…), its cloth (jbib_005_u.yld) and the pack's .ymt next to it, then press Admin → Scan & import. The template appears in the studio straight away, and since everything stays in qs-clothing-data, an update never takes it — or the pieces built on it — away.
The Settings#
Admin → Open settings holds every behaviour of the resource in eight sections, with a search box that looks through all of them. Every field explains itself, changed fields are marked unsaved until you save, and the few that need a restart say so. Reset section and Reset all put shipped values back.
General, Commands and Textures
Setting | Default | What it does |
|---|---|---|
Language | English | Every text in the studio and in chat, in 41 languages. Applies to everybody at once. |
Debug logging | Off | Extra server and client logs for reporting a problem. |
Saved designs per player | 50 | How many designs one admin may keep. 0 removes the limit. |
Admin command |
| The command that opens the studio, without the slash. Empty registers no command. Restart. |
Published texture size | 1024 | The resolution a design is baked at: 512, 1024 or 2048. Larger is sharper and costs more collection space. |
Slots
One switch per clothing slot and prop anchor, deciding what the studio offers. On by default: Mask/Beard, Legs, Bag/Hands, Shoes, Chain/Tie, Undershirt, Body Armor, Decals and Top. Off by default: Head, Hair and Torso/Arms — face overlays, hair strands and the skin layer are poor painting surfaces — and every prop anchor (Hat, Glasses, Ear, Mouth, Hands, Wrists, Hip, Feet), because no prop templates ship. Importing a template into a slot that is off switches it on, unless you turned it off yourself.
Publishing
Setting | Default | What it does |
|---|---|---|
Ask players to flush | On | Show the refresh prompt when an existing item changes. Off: players see the old version of changed items until they reconnect, and new slots cannot be applied live. |
Flush key |
| The default key of the prompt. Players can rebind it. Restart. |
Flush prompt timeout | 90 000 ms | How long a publish waits for every player to press before it carries on without them. |
Apply new slots live (no restart) | On | Declare a new slot or collection inside the publish cycle. Off: it waits for an empty server or a restart. |
Apply new slots when the server is empty | On | Apply waiting declarations the moment nobody is online. |
Restart acknowledge timeout · Restart timeout · Suspend grace · Refresh delay | 3000 · 15 000 · 750 · 1500 ms | The timing of the publish cycle. Raise Restart timeout on a slow host whose publishes fail with a start or stop timeout; leave the rest alone. |
Capacity
Setting | Default | What it does |
|---|---|---|
Drawables per slot | 128 | How many items one slot of a collection holds before the next publish overflows into another collection. Never above the engine's 128. |
Reuse retired slots | On | Give a retired item's cell to the next publish instead of leaving a gap. |
Reserved cells per slot | 8 | Free cells declared ahead of use, so new items go live without a restart. Each shows as an empty option in clothing menus. 0 turns reserving off. |
Collection size warning | 96 MB | Warn in the console at start once a collection streams more than this. |
Enforce prop budget | Off | Refuse a prop publish past the game's 256 global prop indices instead of only warning. |
Images and Moderation
Setting | Default | What it does |
|---|---|---|
Allow image URLs | On | Add pictures by pasting a link, not only by uploading a file. |
Allow any host | On | Accept links from any website. Off: only the hosts in |
Block private networks | On | Refuse links to your own network (localhost, 10.x, 192.168.x). Keep it on. |
Maximum image size | 6 MB | The largest picture accepted as an upload or fetched from a link. |
Maximum image dimension | 2048 px | The largest width or height accepted: 1024, 2048 or 4096. |
Moderation | Off | Off, After publishing or Before publishing. The studio is staff-only, so keep it Off. |
These values live in your database, not in a file: only fields you changed are stored, in
qs_clothing_settings. A save applies at once on the server and on every connected client, and an update never overwrites a choice you made.



