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Clothing Designer

A 3D texture editor for FiveM clothing. Drop a .ydd or .ydr with its .ytd files or start from a game template, then paint on the model or on the texture with the UV layout on top. Layers, text, images, shapes, gradients and texture variations, all exported as ready to stream .ytd files.

Config & CodeClothing, 3D, Textures, YTDRead the docs

What you need

The drawable and its textures, straight from a clothing resource's stream folder or extracted with CodeWalker or OpenIV. For examplejbib_004_u.ydd (the top) together with jbib_diff_004_a_uni.ytd, jbib_diff_004_b_uni.ytd and so on (its texture variations). Addon names like mp_m_freemode_01_mypack^jbib_004_u.ydd work the same. Drop the files, a whole folder, or clickChoose files. When the folder has several drawables you pick one and its textures are matched by name.

No files at hand? Start from one of the game templates: freemode tops, legs, shoes, masks, hats and more, with their real UV layout and textures.

Everything runs in your browser. Your files are not uploaded anywhere.

Supported files

  • .ydd (drawable dictionary, how the game and most packs ship clothing) and .ydr, the binary files as FiveM uses them. The highest LOD is shown.
  • .ytd texture dictionaries: DXT1, DXT3, DXT5, BC4 (ATI1), BC5 (ATI2), BC7 and A8R8G8B8.
  • CodeWalker XML exports (.ydd.xml, .ydr.xml) with their DDS folder.
  • Textures embedded in the drawable are found too (common for props). Normal and spec maps are listed under Drawable details.
  • Images for layers: PNG, JPG, WebP and DDS. Fonts for text: TTF, OTF and WOFF.

How the editor works

3D preview and texture

The left panel shows the model with your texture as it is right now. The right panel is the texture at full size with the model's UV layout on top, so you can see which part of the image lands where. Hover the model or the texture to highlight a UV island. Paint on either side: brush strokes on the model go through the UVs into the active layer. Drag the divider to give one panel more room, or hide one of them.

Layers

Every slot has its own layer stack. The original texture is the bottom layer; paint on the layer above it so the eraser always brings the original back. Image, text, shape and gradient layers stay editable: move, scale and rotate them with the handles, change the font, the outline, curve text over an arc, or swap colours at any time. Layers have opacity, blend modes (multiply, overlay, screen and more), lock, hide, duplicate, merge down and rasterize. Limit to UV islands keeps a layer inside the islands you click, for example only the sleeves.

Slots

A slot is one texture variation of the drawable: _a_, _b_, _c_... Add a slot as a copy of the current one, from the base texture or as a solid colour, then change its letter if you need to. File names follow the drawable, so they stay in sync with its number.

Keyboard

V move, B brush, E eraser, G fill,D gradient, I picker, T text, U shapes,[ and ] brush size, Ctrl + Z undo andCtrl + Shift + Z redo. The keyboard button in the editor lists the rest.

Export

  • Export all gives a zip with one .ytd per slot, the drawable renamed to the number you picked, and a README.
  • Textures are saved as DXT1 (no transparency) or DXT5 with a full mip chain. Other textures that were inside your original.ytd are copied as they were.
  • Single slots can be saved as .ytd, PNG or DDS.
  • Addon clothing also needs a .ymt. Build it with the YMT Creator; it understands the file names this tool writes.

Saving your work

Save keeps the whole project (layers, fonts and your original files) in this browser. The Saved tab lists them with a preview. Download a project as a .fmcloth file to back it up or continue on another PC.

Good to know

  • Painting on the model stops at UV seams: a stroke that crosses a seam continues on the other island without joining up, so touch up seams in the texture view.
  • Ped clothing is shown in its bind pose, without the body. Hats and glasses are turned upright for the preview only.
  • The 3D shading is a preview, not the game's ped shader. Use Flat to see the texture colours as they are.
  • Big textures (2048 px) take a few seconds to encode on export.

Credits

Thanks to CodeWalker by dexyfex.